[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

The interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

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

</task>

        Execute Python code in the connected Blender instance.

        The code runs in Blender's Python environment with full access to ``bpy``.
        To return data, assign a JSON-serialisable dict to a variable named ``result``.
        Deferred completion via ``check_is_finished`` is only supported by the
        interactive addon server, and is rejected in background mode.

Code

execute_blender_codeArguments

        Execute Python code in a background Blender process.

        Opens *blend_file* with ``blender --background`` and runs *code*.
        Assign a dict to ``result`` to return data.

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

        Report external file references that are missing from disk
        (images, libraries, fonts, sounds, movie clips, caches, sequences).

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

Return path info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

Guess use-cases by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

        Return a structured summary of the object identified by *name*.

        Includes type, transforms, parent, children, modifiers, constraints,
        materials, visibility, data-block name, and collections.

Name

get_object_detail_summaryArguments

        Return the scene's collection hierarchy and their objects.

        Each collection lists its objects (name, type, parent, data name,
        selection, visibility) and nested child collections.

get_objects_summaryArguments

        Return the Blender Python API docs for *identifier*, or list
        modules matching a trailing-``*`` discovery pattern.

        *identifier* should be a fully-qualified Python name (e.g.
        ``bpy.app`` or ``bpy.types.Scene.frame_current``).
        The trailing-``*`` forms are supported as discovery entry-points:

        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,
          ``mathutils``, ``gpu``, ...).
        - ``X.*`` enumerates the direct-child identifiers under the
          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).

        Both return a ``namespace`` response even when ``X.rst`` would
        otherwise resolve to ``exact``; the ``.*`` form lets an agent
        force the child listing.

        The response always carries ``kind``, ``found``, and ``identifier``.
        The remaining keys depend on ``kind``:

        - ``"exact"`` (``found=True``): ``<identifier>.rst`` was read.
          Extra keys: ``content`` (RST text), ``examples``. When the
          file exceeds 32 KB, ``content`` is replaced with a dot-point
          summary of the file's top-level definitions (prefixed by a
          header noting the truncation) and ``examples`` is empty -
          re-query individual members for their rendered blocks.
        - ``"namespace"`` (``found=True``):
          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.
          Extra key: ``submodules`` (list of child identifiers).
        - ``"definition"`` (``found=True``):
          *identifier* is defined inside a parent RST
          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).
          Extra keys: ``content`` (rendered block), ``examples``.
        - ``"partial"`` (``found=False``):
          the parent RST was located but the trailing component isn't defined in it.
          Extra keys:
          - ``parent`` the identifier whose RST was loaded.
          - ``available`` top-level definitions in that RST.
          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,
            filtered to those whose last component contains every character of the missing tail.

          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``
          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.
        - ``"suggestions"`` (``found=False``):
          no direct match, but *identifier* appears as a component of other files.
          Extra key: ``suggestions`` (list of full identifiers).
        - ``"missing"`` (``found=False``): nothing matched.

        ``examples`` (present on the ``exact`` and ``definition`` kinds)
        is a list of ``{path, content}`` entries referenced from this documentation.

Identifier

get_python_api_docsArguments

        Take a screenshot of a single Blender area and return it as a PNG image.

        *area_ui_type* matches the area's ``ui_type``.

        *size_limit_in_bytes* caps the image size in bytes.
        Zero (the default) uses the MCP message size limit.

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

        Take a screenshot of the entire Blender window and return it as a PNG image.

        *size_limit_in_bytes* caps the image size in bytes.
        Zero (the default) uses the MCP message size limit.

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

        Switch to a workspace whose main area matches *space_type*.

        If *allow_edits* is True and no matching workspace exists, a new one
        is created by duplicating the current workspace.

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

        Move the 3D viewport to focus on an object by *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

        Move the 3D viewport to the object whose data block matches *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

Render the current scene to *output_path* using current render settings.

Output Path

render_viewport_to_pathArguments

Full-text search over the bundled Blender Python API reference.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_api_docsArguments

Full-text search over the bundled Blender user manual.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_manual_docsArguments

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote based on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The 2D presentation is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. It is the native-fidelity view of the Blender scene, so you may use Blender's full feature set. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

The interactive 3D view is a best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights. Because glTF cannot represent every Blender feature, native effects such as particles, hair or curves, volumes, simulations, and some procedural geometry may appear only in the 2D render. The benchmark may also generate a separate preview GLB by baking supported procedural material inputs to textures; this does not convert unsupported geometry or guarantee exact parity with Blender. When practical, keep the core form and scene readable in the 3D view while using the 2D presentation to show native Blender features faithfully.

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

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

</task>

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

get_blendfile_summary_datablocksArguments

Blend File

Blend File

Blend File

get_blendfile_summary_path_infoArguments

Blend File

get_blendfile_summary_usage_guessArguments

Blend File

Name

get_object_detail_summaryArguments

get_objects_summaryArguments

Identifier

get_python_api_docsArguments

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

Name

Allow Edits

Name

Allow Edits

Output Path

render_thumbnail_to_pathArguments

Output Path

render_viewport_to_pathArguments

Query

Max Results

Context

Index

search_api_docsArguments

Query

Max Results

Context

Index

search_manual_docsArguments

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

{"id":"gen-1784229737-dIMEBi2gNWuxjyF2K06q","object":"chat.completion","created":1784229737,"model":"openai/gpt-5.6-luna","provider":"OpenAI","system_fingerprint":null,"service_tier":"default","choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"completed","message":{"role":"assistant","content":null,"refusal":null,"reasoning":"**Creating a Blender Scene**\n\nI'm starting from an empty Blender scene to create a visually strong 2D render and GLB file. I'll use the tools one at a time for clarity. First, I can script the entire scene using Blender's Python API. I need to consider an output path—maybe /tmp for saving as /tmp/cabin_scene.blend. The plan is to design a warm wooden cabin beside a pond, including elements like a stone chimney and a small dock, using appropriate geometry and materials for an appealing final result.**Designing the Cabin Structure**\n\nI'm envisioning a cabin perched on the bank, with a rectangular log cabin footprint that's about 6 by 5 units and walls three high. I can use stacked horizontal logs shaped like cylinders for the structure, with some beveling for detail. The logs will form the perimeter, and I'll fill the walls with wood planks for a dark interior. The cabin is going to be centered at coordinates (0,1) with the front facing negative Y, and I'll set the camera at (11,-15,11) looking towards the cabin.**Constructing the Cabin Walls**\n\nI'm planning to build the logs with alternating overhangs for the visual effect on the cabin wall. I imagine the side wall will mostly be hidden by a porch. I'll create a central wall fill, perhaps a plane behind the logs. It's important to add a door and windows; if the logs are stacked at the front, the door and window will have dark frames overlaying them. I'll place the door at the front with the Y coordinate at -1.55, ensuring it fits within the footprint.","tool_calls":[{"type":"function","index":0,"id":"call_1tNpRSaZ4SQPdMgioQYMgrAs","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy, math, random\\nfrom mathutils import Vector\\nfrom math import radians, sin, cos, pi\\n\\n# ------------------------------------------------------------\\n# Reset and scene setup\\n# ------------------------------------------------------------\\nrandom.seed(11)\\nfor obj in list(bpy.data.objects):\\n    bpy.data.objects.remove(obj, do_unlink=True)\\nfor datablocks in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.cameras, bpy.data.lights):\\n    # Materials are cleared below only if unused; keep loop conservative for linked safety.\\n    pass\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'BLENDER_EEVEE_NEXT'\\nscene.render.resolution_x = 700\\nscene.render.resolution_y = 700\\nscene.render.resolution_percentage = 100\\nscene.render.image_settings.file_format = 'PNG'\\nscene.render.film_transparent = False\\nscene.render.image_settings.color_mode = 'RGBA'\\nscene.render.filepath = '/tmp/cabin_preview.png'\\nscene.render.use_file_extension = True\\nscene.render.image_settings.color_depth = '8'\\n\\n# Color management\\ntry:\\n    scene.view_settings.look = 'AgX - Medium High Contrast'\\nexcept:\\n    try: scene.view_settings.look = 'Medium High Contrast'\\n    except: pass\\n\\n# World: blue hour, still warm at the cabin\\nworld = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\\nscene.world = world\\nworld.use_nodes = True\\nbg = world.node_tree.nodes.get('Background')\\nbg.inputs['Color'].default_value = (0.008, 0.018, 0.045, 1)\\nbg.inputs['Strength'].default_value = 0.28\\n\\n# Collections\\nroot = scene.collection\\ncollections = {}\\nfor name in ['ENVIRONMENT', 'CABIN', 'ROOF_AND_CHIMNEY', 'DOCK', 'TREES', 'DETAILS', 'LIGHTS']:\\n    col = bpy.data.collections.new(name)\\n    root.children.link(col)\\n    collections[name] = col\\n\\ndef move_to_collection(obj, colname):\\n    for c in list(obj.users_collection):\\n        c.objects.unlink(obj)\\n    collections[colname].objects.link(obj)\\n    return obj\\n\\n# ------------------------------------------------------------\\n# Materials\\n# ------------------------------------------------------------\\ndef make_mat(name, color, rough=0.5, metallic=0.0, emission=None, emission_strength=0.0):\\n    m = bpy.data.materials.new(name)\\n    m.use_nodes = True\\n    m.diffuse_color = (*color, 1.0)\\n    bs = m.node_tree.nodes.get('Principled BSDF')\\n    if bs:\\n        if 'Base Color' in bs.inputs: bs.inputs['Base Color'].default_value = (*color, 1)\\n        if 'Roughness' in bs.inputs: bs.inputs['Roughness'].default_value = rough\\n        if 'Metallic' in bs.inputs: bs.inputs['Metallic'].default_value = metallic\\n        if 'Specular IOR Level' in bs.inputs: bs.inputs['Specular IOR Level'].default_value = 0.45\\n        if emission is not None:\\n            if 'Emission Color' in bs.inputs: bs.inputs['Emission Color'].default_value = (*emission, 1)\\n            elif 'Emission' in bs.inputs: bs.inputs['Emission'].default_value = (*emission, 1)\\n            if 'Emission Strength' in bs.inputs: bs.inputs['Emission Strength'].default_value = emission_strength\\n        if 'Alpha' in bs.inputs: bs.inputs['Alpha'].default_value = 1.0\\n    return m\\n\\nwood = make_mat('Wood - honey pine', (0.38, 0.13, 0.038), 0.36)\\nwood2 = make_mat('Wood - amber variation', (0.52, 0.22, 0.055), 0.38)\\nwood3 = make_mat('Wood - sunlit variation', (0.66, 0.31, 0.085), 0.4)\\nwood_dark = make_mat('Wood - deep trim', (0.12, 0.035, 0.012), 0.3)\\nwood_shadow = make_mat('Wood - wall shadow', (0.18, 0.055, 0.018), 0.65)\\ndoor_mat = make_mat('Door - dark walnut', (0.19, 0.055, 0.018), 0.32)\\nroof_mat = make_mat('Roof - charcoal cedar shingles', (0.055, 0.032, 0.025), 0.58)\\nroof_alt = make_mat('Roof - shingle variation', (0.085, 0.045, 0.028), 0.6)\\nstone = make_mat('Stone - cool gray', (0.27, 0.29, 0.28), 0.84)\\nstone2 = make_mat('Stone - warm gray', (0.38, 0.34, 0.28), 0.88)\\nstone3 = make_mat('Stone - pale face', (0.49, 0.47, 0.40), 0.9)\\nmortar = make_mat('Chimney mortar shadow', (0.10, 0.095, 0.085), 0.95)\\nmetal = make_mat('Iron hardware', (0.045, 0.052, 0.05), 0.27, 0.72)\\nwindow_glow = make_mat('Windows - warm interior glow', (0.76, 0.22, 0.025), 0.25, 0.0, (1.0, 0.18, 0.015), 4.0)\\nwindow_blue = make_mat('Windows - cool reflected glass', (0.055, 0.19, 0.30), 0.16, 0.12)\\nwater_mat = make_mat('Pond - deep blue water', (0.015, 0.105, 0.18), 0.12, 0.18)\\nwater_highlight = make_mat('Pond - moonlit ripple', (0.10, 0.30, 0.36), 0.24, 0.05)\\nground_mat = make_mat('Ground - mossy earth', (0.085, 0.18, 0.045), 0.92)\\nground_edge = make_mat('Ground - dark soil edge', (0.10, 0.065, 0.025), 1.0)\\ngrass_light = make_mat('Grass - tuft green', (0.16, 0.34, 0.065), 0.82)\\npine1 = make_mat('Pine needles - deep', (0.025, 0.12, 0.045), 0.88)\\npine2 = make_mat('Pine needles - middle', (0.045, 0.22, 0.075), 0.84)\\npine3 = make_mat('Pine needles - lit', (0.10, 0.32, 0.10), 0.8)\\nbark = make_mat('Tree bark', (0.12, 0.045, 0.015), 0.92)\\nflower_red = make_mat('Wildflower red', (0.55, 0.025, 0.015), 0.55)\\nflower_yellow = make_mat('Wildflower gold', (0.85, 0.28, 0.015), 0.5)\\nsmoke_mat = make_mat('Chimney smoke', (0.22, 0.25, 0.27), 1.0)\\n\\n# ------------------------------------------------------------\\n# Geometry helpers\\n# ------------------------------------------------------------\\ndef assign_mat(obj, mat):\\n    if mat:\\n        obj.data.materials.append(mat)\\n    return obj\\n\\ndef cube(name, loc, dims, mat, bevel=0.0, rot=None, col='ENVIRONMENT'):\\n    bpy.ops.mesh.primitive_cube_add(location=loc)\\n    o = bpy.context.object\\n    o.name = name\\n    o.dimensions = dims\\n    if rot is not None:\\n        o.rotation_euler = rot\\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\\n    assign_mat(o, mat)\\n    move_to_collection(o, col)\\n    if bevel > 0:\\n        mod = o.modifiers.new('Hand-softened edges', 'BEVEL')\\n        mod.width = bevel\\n        mod.segments = 2\\n        mod.limit_method = 'ANGLE'\\n    return o\\n\\ndef cyl(name, loc, radius, depth, mat, rot=None, verts=12, bevel=0.0, col='DETAILS'):\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc)\\n    o = bpy.context.object\\n    o.name = name\\n    if rot is not None:\\n        o.rotation_euler = rot\\n    assign_mat(o, mat)\\n    move_to_collection(o, col)\\n    if bevel > 0:\\n        mod = o.modifiers.new('Soft edges', 'BEVEL')\\n        mod.width = bevel\\n        mod.segments = 2\\n    return o\\n\\ndef cone(name, loc, r1, r2, depth, mat, verts=12, col='TREES'):\\n    bpy.ops.mesh.primitive_cone_add(vertices=verts, radius1=r1, radius2=r2, depth=depth, location=loc)\\n    o = bpy.context.object\\n    o.name = name\\n    assign_mat(o, mat)\\n    move_to_collection(o, col)\\n    mod = o.modifiers.new('Needle edge softness', 'BEVEL')\\n    mod.width = min(0.04, depth*0.02)\\n    mod.segments = 1\\n    return o\\n\\ndef uv_sphere(name, loc, scale, mat, segments=16, rings=8, col='DETAILS'):\\n    bpy.ops.mesh.primitive_uv_sphere_add(segments=segments, ring_count=rings, location=loc)\\n    o = bpy.context.object\\n    o.name = name\\n    o.scale = scale\\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\\n    assign_mat(o, mat)\\n    move_to_collection(o, col)\\n    return o\\n\\ndef ico(name, loc, scale, mat, subdivisions=1, col='DETAILS'):\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=subdivisions, radius=1, location=loc)\\n    o = bpy.context.object\\n    o.name = name\\n    o.scale = scale\\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\\n    assign_mat(o, mat)\\n    move_to_collection(o, col)\\n    return o\\n\\ndef beam_between(name, p1, p2, width, mat, col='DETAILS', bevel=0.02):\\n    p1, p2 = Vector(p1), Vector(p2)\\n    mid = (p1+p2)*0.5\\n    vec = p2-p1\\n    o = cube(name, mid, (width, width, vec.length), mat, bevel=bevel, col=col)\\n    o.rotation_mode = 'QUATERNION'\\n    o.rotation_quaternion = Vector((0,0,1)).rotation_difference(vec.normalized())\\n    return o\\n\\ndef create_prism(name, front_y, back_y, pts, mat, col='CABIN'):\\n    # pts are (x,z) in winding order\\n    verts=[]\\n    for y in (front_y, back_y):\\n        verts += [(x,y,z) for x,z in pts]\\n    n=len(pts)\\n    faces=[tuple(range(n)), tuple(range(n,2*n))[::-1]]\\n    for i in range(n):\\n        j=(i+1)%n\\n        faces.append((i,j,n+j,n+i))\\n    mesh=bpy.data.meshes.new(name+' Mesh')\\n    mesh.from_pydata(verts, [], faces)\\n    mesh.update()\\n    o=bpy.data.objects.new(name, mesh)\\n    coldata=collections[col]\\n    coldata.objects.link(o)\\n    assign_mat(o, mat)\\n    return o\\n\\n# ------------------------------------------------------------\\n# Environment / bank / pond\\n# ------------------------------------------------------------\\n# Large dark floor keeps the orbit grounded\\ncube('World ground shadow plane', (0, 0, -0.48), (42, 40, 0.35), ground_edge, bevel=0.12, col='ENVIRONMENT')\\n# Low, softly beveled grassy island\\nbpy.ops.mesh.primitive_cylinder_add(vertices=64, radius=1, depth=0.42, location=(0,0,-0.16))\\nisland=bpy.context.object\\nisland.name='Mossy irregular cabin clearing'\\nisland.scale=(11.2,9.2,1)\\nbpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\\nassign_mat(island, ground_mat); move_to_collection(island,'ENVIRONMENT')\\nbev=island.modifiers.new('Rounded earth bank','BEVEL'); bev.width=.28; bev.segments=3\\n# subtle raised bank along cabin back\\nuv_sphere('Raised grassy bank behind cabin',(0,3.7,0.10),(5.5,2.1,.35),ground_mat,segments=24,rings=12,col='ENVIRONMENT')\\n\\n# Pond with concentric slightly irregular rings\\ncx, cy, rx, ry = 1.2, -6.1, 7.5, 4.25\\nsegments=56\\nverts=[(cx,cy,0.045)]\\nring_radii=[0.36,0.68,1.0]\\nfor rr in ring_radii:\\n    for i in range(segments):\\n        a=2*pi*i/segments\\n        jitter=1.0 + 0.018*sin(i*3.7) + 0.012*cos(i*1.9)\\n        verts.append((cx+rx*rr*cos(a)*jitter, cy+ry*rr*sin(a)*jitter, 0.055+0.006*sin(i*2.3+rr)))\\nfaces=[]\\n# center to first ring\\nfor i in range(segments):\\n    faces.append((0,1+i,1+(i+1)%segments))\\nfor r in range(len(ring_radii)-1):\\n    start1=1+r*segments; start2=1+(r+1)*segments\\n    for i in range(segments):\\n        j=(i+1)%segments\\n        faces.append((start1+i,start2+i,start2+j,start1+j))\\nmesh=bpy.data.meshes.new('Pond water mesh')\\nmesh.from_pydata(verts,[],faces); mesh.update()\\npond=bpy.data.objects.new('Quiet blue pond',mesh); collections['ENVIRONMENT'].objects.link(pond); assign_mat(pond,water_mat)\\n# shoreline stones, larger on the cabin side\\nrock_mats=[stone,stone2,stone3]\\nfor i in range(18):\\n    a=radians(200 + i*7.0)\\n    rr=1.01 + random.uniform(-.015,.015)\\n    x=cx+rx*rr*cos(a); y=cy+ry*rr*sin(a)\\n    # keep some rocks especially readable along near shore\\n    scl=random.uniform(.22,.48)\\n    rock=ico('Shore stone %02d'%i,(x,y,0.16),(scl*1.25,scl*.85,scl*.60),random.choice(rock_mats),1,'DETAILS')\\n    rock.rotation_euler[2]=random.random()*pi\\n# a few shore stones by cabin\\nfor i,(x,y,s) in enumerate([(-3.8,-1.25,.34),(-3.1,-1.55,.24),(4.0,-1.45,.32),(4.7,-1.8,.25)]):\\n    ico('Cabin bank stone %02d'%i,(x,y,.18),(s*1.2,s,s*.7),random.choice(rock_mats),1,'DETAILS')\\n\\n# water ripples, stylized geometry that remains readable in GLB\\nfor j,(x,y,sx,sy) in enumerate([(2.9,-6.0,.9,.42),(0.5,-7.5,.55,.24),(-2.2,-5.0,.7,.3)]):\\n    bpy.ops.mesh.primitive_torus_add(major_radius=1.0, minor_radius=.018, major_segments=40, minor_segments=6, location=(x,y,.085))\\n    rip=bpy.context.object; rip.name='Moonlit water ripple %02d'%j; rip.scale=(sx,sy,1); bpy.ops.object.transform_apply(location=False,rotation=False,scale=True); assign_mat(rip,water_highlight); move_to_collection(rip,'DETAILS')\\n\\n# ------------------------------------------------------------\\n# Cabin log walls\\n# ------------------------------------------------------------\\n# dark wall core behind the logs, door and windows\\ncube('Cabin shadowed wall core',(0,1.0,2.35),(5.82,4.82,3.05),wood_shadow,bevel=.06,col='CABIN')\\n# stone foundation piers\\nfor i,(x,y) in enumerate([(-2.25,-1.2),(2.25,-1.2),(-2.25,3.15),(2.25,3.15)]):\\n    cube('Foundation stone pier %02d'%i,(x,y,.38),(1.15,1.05,.65),stone2,bevel=.12,col='CABIN')\\n# long horizontal logs, alternating tones and slight irregularity\\nlog_rows=10\\nfor row in range(log_rows):\\n    z=.92+row*.34\\n    mat=[wood,wood2,wood,wood3][row%4]\\n    # front and rear walls\\n    for side,y in [('front',-1.50),('rear',3.50)]:\\n        length=6.45 + (0.10 if row%2==0 else 0)\\n        o=cyl('Cabin %s log row %02d'%(side,row),(0,y,z),.235,length,mat,rot=(0,pi/2,0),verts=14,bevel=.018,col='CABIN')\\n        o.rotation_euler[2] = (0.004 if side=='front' else -0.003) * (row%3)\\n    # side walls; leave the logs visible behind side window\\n    for side,x in [('left',-3.0),('right',3.0)]:\\n        length=5.35 + (0.10 if row%2 else 0)\\n        cyl('Cabin %s log row %02d'%(side,row),(x,1.0,z),.235,length,mat,rot=(pi/2,0,0),verts=14,bevel=.018,col='CABIN')\\n# corner upright trim/posts\\nfor x in (-3.06,3.06):\\n    for y in (-1.54,3.54):\\n        cube('Square corner timber',(x,y,2.38),(.34,.34,3.25),wood_dark,bevel=.045,col='CABIN')\\n\\n# gable faces under roof\\ncreate_prism('Front triangular gable',-1.61, -1.48,[(-3.0,3.72),(3.0,3.72),(0,5.62)],wood2,'CABIN')\\ncreate_prism('Rear triangular gable',3.48,3.61,[(-3.0,3.72),(3.0,3.72),(0,5.62)],wood,'CABIN')\\n# dark timber line at gable base and decorative braces on front\\ncube('Front gable sill',(0,-1.68,3.78),(6.15,.18,.22),wood_dark,bevel=.03,col='CABIN')\\nbeam_between('Front left roof brace',(-2.95,-1.72,3.82),(0,-1.72,5.53),.16,wood_dark,'CABIN',.025)\\nbeam_between('Front right roof brace',(0,-1.72,5.53),(2.95,-1.72,3.82),.16,wood_dark,'CABIN',.025)\\n\\n# ------------------------------------------------------------\\n# Doors and windows\\n# ------------------------------------------------------------\\n# front door, overlaid cleanly on the logs\\ncube('Front walnut door',(-1.05,-1.765,1.92),(1.45,.13,2.25),door_mat,bevel=.06,col='CABIN')\\nfor i in range(5):\\n    cube('Door vertical plank %02d'%i,(-1.57+i*.25,-1.848,1.94),(.035,.025,2.10),wood2,bevel=.008,col='CABIN')\\n# door frame\\ncube('Door frame left',(-1.84,-1.80,2.02),(.20,.25,2.55),wood_dark,bevel=.035,col='CABIN')\\ncube('Door frame right',(-.26,-1.80,2.02),(.20,.25,2.55),wood_dark,bevel=.035,col='CABIN')\\ncube('Door frame header',(-1.05,-1.80,3.24),(1.78,.25,.22),wood_dark,bevel=.035,col='CABIN')\\n# knob and little metal plate\\nuv_sphere('Door iron knob',(-.55,-1.95,1.92),(.085,.06,.085),metal,segments=12,rings=6,col='CABIN')\\ncube('Door latch plate',(-.55,-1.94,1.92),(.10,.025,.18),metal,bevel=.015,col='CABIN')\\n\\n# front glowing window assembly\\ncube('Front window dark recess',(1.35,-1.78,2.62),(1.65,.12,1.45),wood_dark,bevel=.035,col='CABIN')\\ncube('Front window amber glass',(1.35,-1.855,2.62),(1.24,.045,1.04),window_glow,bevel=.015,col='CABIN')\\ncube('Front window vertical mullion',(1.35,-1.90,2.62),(.10,.045,1.13),wood_dark,bevel=.012,col='CABIN')\\ncube('Front window horizontal mullion',(1.35,-1.90,2.62),(1.34,.045,.10),wood_dark,bevel=.012,col='CABIN')\\n# window cross highlights\\ncube('Front window sill',(1.35,-1.91,1.88),(1.85,.22,.16),wood2,bevel=.025,col='CABIN')\\n# right side window (faces camera's right-side orbit)\\ncube('Right window dark recess',(3.16,1.42,2.62),(.13,1.62,1.44),wood_dark,bevel=.035,col='CABIN')\\ncube('Right window amber glass',(3.235,1.42,2.62),(.045,1.22,1.04),window_glow,bevel=.015,col='CABIN')\\ncube('Right window vertical mullion',(3.28,1.42,2.62),(.045,.10,1.12),wood_dark,bevel=.012,col='CABIN')\\ncube('Right window horizontal mullion',(3.28,1.42,2.62),(.045,1.32,.10),wood_dark,bevel=.012,col='CABIN')\\ncube('Right window sill',(3.30,1.42,1.88),(.23,1.82,.16),wood2,bevel=.025,col='CABIN')\\n\\n# ------------------------------------------------------------\\n# Roof with shingle courses\\n# ------------------------------------------------------------\\nroof_angle=math.atan2(1.78,3.72)\\nroof_len=math.sqrt(3.72**2+1.78**2)\\n# under-panels\\ncube('Roof left plane',(-1.86,1.0,4.73),(roof_len,6.35,.18),roof_mat,bevel=.035,rot=(0,-roof_angle,0),col='ROOF_AND_CHIMNEY')\\ncube('Roof right plane',(1.86,1.0,4.73),(roof_len,6.35,.18),roof_mat,bevel=.035,rot=(0,roof_angle,0),col='ROOF_AND_CHIMNEY')\\n# shingle courses as layered strips following the slopes\\nfor side,sgn in [('left',-1),('right',1)]:\\n    theta=sgn*roof_angle\\n    center=Vector((sgn*1.86,1.0,4.73))\\n    for r in range(7):\\n        t=-roof_len/2 + .34 + r*.55\\n        # local x displacement along slope\\n        pos=center + Vector((math.cos(theta)*t,0,-math.sin(theta)*t))\\n        strip=cube('%s roof shingle course %02d'%(side,r),pos,(.58,6.42,.075),roof_alt if r%2 else roof_mat,bevel=.018,rot=(0,theta,0),col='ROOF_AND_CHIMNEY')\\n# ridge and eave caps\\ncyl('Roof ridge cap',(0,1.0,5.64),.13,6.55,wood_dark,rot=(pi/2,0,0),verts=12,bevel=.02,col='ROOF_AND_CHIMNEY')\\nfor x in (-3.70,3.70):\\n    z=4.0\\n    cyl('Roof eave fascia',(x,1.0,z),.115,6.55,wood_dark,rot=(pi/2,0,0),verts=12,bevel=.018,col='ROOF_AND_CHIMNEY')\\n\\n# porch roof / porch floor\\ncube('Front porch floor',(-1.05,-2.35,.78),(3.35,1.65,.18),wood2,bevel=.045,col='CABIN')\\nfor i in range(8):\\n    cube('Porch floor plank %02d'%i,(-2.55+i*.43,-2.37,.89),(.37,1.48,.055),wood if i%2 else wood3,bevel=.012,col='CABIN')\\n# porch posts and top beam\\nfor x in (-2.55,.45):\\n    cube('Porch square post',(x,-2.88,2.35),(.22,.22,3.0),wood_dark,bevel=.035,col='CABIN')\\ncube('Porch front beam',(-1.05,-2.88,3.78),(3.25,.24,.24),wood_dark,bevel=.035,col='CABIN')\\n# sloping lean-to porch canopy: high at cabin, low at front\\nporch_angle=math.atan2(.70,1.55)\\nporch_len=math.sqrt(1.55**2+.70**2)\\ncube('Small porch canopy',(-1.05,-2.32,3.72),(3.65,porch_len,.14),roof_mat,bevel=.025,rot=(porch_angle,0,0),col='ROOF_AND_CHIMNEY')\\ncube('Porch canopy front trim',(-1.05,-3.12,3.38),(3.80,.16,.16),wood_dark,bevel=.025,col='ROOF_AND_CHIMNEY')\\n# steps\\ncube('Porch upper step',(-1.05,-3.10,.53),(2.10,.55,.25),wood_dark,bevel=.05,col='CABIN')\\ncube('Porch lower step',(-1.05,-3.48,.36),(2.45,.45,.20),wood2,bevel=.04,col='CABIN')\\n\\n# ------------------------------------------------------------\\n# Stone chimney, block-by-block\\n# ------------------------------------------------------------\\nchim_x, chim_y = 1.65, 2.10\\n# shadow interior gives dark grout seen between blocks\\ncube('Chimney dark core',(chim_x,chim_y,5.42),(1.05,1.05,2.35),mortar,bevel=.03,col='ROOF_AND_CHIMNEY')\\nchim_mats=[stone,stone2,stone3]\\nfor row in range(6):\\n    z=4.50+row*.34\\n    # 2x2 masonry course, slight alternating offsets\\n    off=0.04 if row%2 else -0.03\\n    for ix in range(2):\\n        for iy in range(2):\\n            x=chim_x-0.26+ix*.52 + off\\n            y=chim_y-0.26+iy*.52 - off*.4\\n            block=cube('Chimney stone course %02d block %02d'%(row,ix*2+iy),(x,y,z),(.49,.49,.29),random.choice(chim_mats),bevel=.035,col='ROOF_AND_CHIMNEY')\\n# upper cap and opening\\ncube('Chimney cap stone',(chim_x,chim_y,6.47),(1.25,1.25,.22),stone2,bevel=.06,col='ROOF_AND_CHIMNEY')\\ncube('Chimney black opening',(chim_x,chim_y,6.60),(.72,.72,.035),mortar,bevel=.01,col='ROOF_AND_CHIMNEY')\\n# smoke puffs, deliberately restrained\\nfor i,(x,y,z,s) in enumerate([(1.62,2.10,6.95,.34),(1.78,2.16,7.45,.46),(1.55,2.02,7.98,.58)]):\\n    puff=uv_sphere('Chimney smoke puff %02d'%i,(x,y,z),(s*.8,s*.75,s),smoke_mat,segments=16,rings=8,col='DETAILS')\\n    puff.rotation_euler[2]=i*.7\\n\\n# ------------------------------------------------------------\\n# Dock into the pond\\n# ------------------------------------------------------------\\ndock_x=3.35\\n# structural rails below boards\\ncube('Dock left stringer',(dock_x-.82,-4.65,.34),(.18,5.55,.28),wood_dark,bevel=.025,col='DOCK')\\ncube('Dock right stringer',(dock_x+.82,-4.65,.34),(.18,5.55,.28),wood_dark,bevel=.025,col='DOCK')\\n# planks with gaps and alternating warm colors\\nfor i in range(10):\\n    y=-2.20-i*.52\\n    cube('Dock plank %02d'%i,(dock_x,y,.52),(1.72,.45,.17),wood3 if i%3==0 else (wood2 if i%3==1 else wood),bevel=.025,col='DOCK')\\n# end cap and small landing against bank\\ncube('Dock bank landing',(dock_x,-1.87,.54),(2.05,.42,.19),wood_dark,bevel=.025,col='DOCK')\\n# pilings\\nfor i,(x,y) in enumerate([(dock_x-.82,-2.25),(dock_x+.82,-2.25),(dock_x-.82,-7.05),(dock_x+.82,-7.05)]):\\n    cyl('Dock piling %02d'%i,(x,y,-.12),.14,1.65,bark,verts=12,bevel=.018,col='DOCK')\\n# metal cleats at dock head\\nfor x in (dock_x-.55,dock_x+.55):\\n    cyl('Dock iron cleat',(x,-2.02,.70),.055,.16,metal,verts=10,bevel=.01,col='DOCK')\\n    cube('Dock cleat foot',(x,-2.02,.63),(.18,.12,.04),metal,bevel=.01,col='DOCK')\\n\\n# ------------------------------------------------------------\\n# Trees\\n# ------------------------------------------------------------\\ndef pine_tree(name,x,y,s,rot=0):\\n    # ground marker / roots\\n    cyl(name+' trunk',(x,y,1.25*s),.22*s,2.5*s,bark,verts=10,bevel=.025,col='TREES')\\n    # three broad tiers with clear silhouette\\n    tiers=[(2.35,1.65,0.0,2.7),(3.65,1.38,.0,2.55),(4.85,1.05,.0,2.35),(5.85,.64,.0,1.75)]\\n    mats=[pine1,pine2,pine1,pine3]\\n    for j,(zbase,rad,r2,dep) in enumerate(tiers):\\n        o=cone(name+' needle tier %02d'%j,(x,y,zbase*s),rad*s,r2*s,dep*s,mats[j],verts=14,col='TREES')\\n        o.rotation_euler[2]=rot + (j%2)*.15\\n    # small root flare stones\\n    for j in range(3):\\n        a=rot+j*2.1\\n        ico(name+' root rock %02d'%j,(x+cos(a)*.32*s,y+sin(a)*.32*s,.13),(0.25*s,.18*s,.12*s),bark,1,'TREES')\\n\\npine_tree('Tall pine left',-6.2,2.9,1.18,.3)\\npine_tree('Tall pine right',6.6,4.0,1.35,1.1)\\npine_tree('Pondside pine',-6.0,-3.7,.86,2.0)\\n# a smaller tree peeking behind the dock for depth\\npine_tree('Small pine far shore',7.5,-2.6,.72,.8)\\n\\n# reeds and wildflowers near the pond edge\\nfor i in range(18):\\n    x=-5.8 + (i%9)*.65 + random.uniform(-.12,.12)\\n    y=-2.45 + random.uniform(-.12,.12)\\n    h=random.uniform(.38,.85)\\n    beam_between('Shore grass blade %02d'%i,(x,y,.12),(x+random.uniform(-.10,.10),y+random.uniform(-.05,.05),.12+h),.035,grass_light,'DETAILS',.008)\\nfor i,(x,y,colmat) in enumerate([(-4.9,-2.45,flower_red),(-4.3,-2.35,flower_yellow),(-3.7,-2.50,flower_red),(5.0,-2.2,flower_yellow),(5.5,-2.0,flower_red)]):\\n    beam_between('Wildflower stem %02d'%i,(x,y,.1),(x,y,.55),.018,grass_light,'DETAILS',.004)\\n    ico('Wildflower bloom %02d'%i,(x,y,.62),(.12,.12,.10),colmat,1,'DETAILS')\\n\\n# ------------------------------------------------------------\\n# Warm porch lantern and scene lights\\n# ------------------------------------------------------------\\n# lantern hanging under porch beam\\ncube('Lantern glowing glass',(.20,-2.90,2.72),(.26,.22,.42),window_glow,bevel=.045,col='DETAILS')\\ncube('Lantern top',(.20,-2.90,2.96),(.34,.28,.07),metal,bevel=.02,col='DETAILS')\\ncube('Lantern bottom',(.20,-2.90,2.48),(.34,.28,.07),metal,bevel=.02,col='DETAILS')\\nfor x in (.20,):\\n    cube('Lantern side bar',(x-.14,-2.90,2.72),(.035,.035,.40),metal,bevel=.008,col='DETAILS')\\n    cube('Lantern side bar',(x+.14,-2.90,2.72),(.035,.035,.40),metal,bevel=.008,col='DETAILS')\\n# little hanging chain\\ncyl('Lantern hanging chain',(.20,-2.90,3.20),.025,.42,metal,verts=8,col='DETAILS')\\n\\ndef point_light(name, loc, energy, color, radius):\\n    data=bpy.data.lights.new(name,'POINT'); data.energy=energy; data.color=color; data.shadow_soft_size=radius\\n    o=bpy.data.objects.new(name,data); collections['LIGHTS'].objects.link(o); o.location=loc; return o\\n\\ndef area_light(name, loc, energy, color, size, target):\\n    data=bpy.data.lights.new(name,'AREA'); data.energy=energy; data.color=color; data.shape='DISK'; data.size=size\\n    o=bpy.data.objects.new(name,data); collections['LIGHTS'].objects.link(o); o.location=loc\\n    o.rotation_euler=(Vector(target)-o.location).to_track_quat('-Z','Y').to_euler(); return o\\n\\npoint_light('Warm porch lantern light',(.20,-3.0,2.72),170,(1.0,.22,.035),.55)\\npoint_light('Front window interior glow',(1.35,-1.50,2.65),100,(1.0,.16,.025),.5)\\npoint_light('Side window interior glow',(2.70,1.42,2.6),80,(1.0,.20,.035),.5)\\narea_light('Large warm sunset key',(4.0,-8.0,12.0),1050,(1.0,.38,.16),7.0,(0,0,1.8))\\narea_light('Cool blue fill',(-8.0,-2.0,8.0),850,(.16,.30,1.0),8.0,(0,0,2.0))\\narea_light('Soft rim from pond',(2.0,5.0,9.0),700,(.20,.38,1.0),6.0,(0,0,2.0))\\n# sun for readable all-around orbit shadows\\nsun_data=bpy.data.lights.new('Low warm evening sun','SUN'); sun_data.energy=1.6; sun_data.color=(1.0,.35,.12); sun_data.angle=radians(12)\\nsun=bpy.data.objects.new('Low warm evening sun',sun_data); collections['LIGHTS'].objects.link(sun); sun.rotation_euler=(radians(28),radians(-28),radians(-28))\\n\\n# ------------------------------------------------------------\\n# Camera and presentation settings\\n# ------------------------------------------------------------\\ndef look_at(obj, target):\\n    direction=Vector(target)-obj.location\\n    obj.rotation_euler=direction.to_track_quat('-Z','Y').to_euler()\\n\\ncam_data=bpy.data.cameras.new('Cabin presentation camera')\\ncam=bpy.data.objects.new('Cabin presentation camera',cam_data)\\ncollections['LIGHTS'].objects.link(cam)\\ncam.location=(13.0,-18.5,10.0)\\ncam_data.lens=52\\ncam_data.sensor_width=36\\nlook_at(cam,(0.15,-1.25,2.65))\\nscene.camera=cam\\n# composition slight shift upward\\ncam_data.dof.use_dof=False\\n\\n# Metadata and render tuning\\nscene['scene_title']='Warm wooden cabin beside a pond'\\nscene['scene_description']='Hand-built log cabin with stone chimney, dock, pond, porch lantern, and four pine trees.'\\nscene['asset_notes']='Core forms are modeled as mesh geometry for interactive GLB readability.'\\nscene.render.filepath='/tmp/cabin_preview.png'\\n# set camera clipping generous for orbit\\ncam_data.clip_start=.1; cam_data.clip_end=200\\n\\n# Select cabin for convenient inspection\\nbpy.ops.object.select_all(action='DESELECT')\\nfor o in bpy.data.objects:\\n    o.select_set(False)\\n# save initial scene\\nbpy.ops.wm.save_as_mainfile(filepath='/tmp/warm_cabin_pond.blend')\\n\\nresult={'objects':len(bpy.data.objects),'meshes':len(bpy.data.meshes),'materials':len(bpy.data.materials),'camera':cam.name,'file':'/tmp/warm_cabin_pond.blend'}\"}"}}],"reasoning_details":[{"type":"reasoning.summary","summary":"**Creating a Blender Scene**\n\nI'm starting from an empty Blender scene to create a visually strong 2D render and GLB file. I'll use the tools one at a time for clarity. First, I can script the entire scene using Blender's Python API. I need to consider an output path—maybe /tmp for saving as /tmp/cabin_scene.blend. The plan is to design a warm wooden cabin beside a pond, including elements like a stone chimney and a small dock, using appropriate geometry and materials for an appealing final result.**Designing the Cabin Structure**\n\nI'm envisioning a cabin perched on the bank, with a rectangular log cabin footprint that's about 6 by 5 units and walls three high. I can use stacked horizontal logs shaped like cylinders for the structure, with some beveling for detail. The logs will form the perimeter, and I'll fill the walls with wood planks for a dark interior. The cabin is going to be centered at coordinates (0,1) with the front facing negative Y, and I'll set the camera at (11,-15,11) looking towards the cabin.**Constructing the Cabin Walls**\n\nI'm planning to build the logs with alternating overhangs for the visual effect on the cabin wall. I imagine the side wall will mostly be hidden by a porch. I'll create a central wall fill, perhaps a plane behind the logs. It's important to add a door and windows; if the logs are stacked at the front, the door and window will have dark frames overlaying them. I'll place the door at the front with the Y coordinate at -1.55, ensuring it fits within the footprint.","format":"openai-responses-v1","index":0},{"type":"reasoning.encrypted","data":"gAAAAABqWS9ymGC8zwmxR4juL9BpmhU5jWQG4A1GWB6EETYqK5w83pKkm67JqNGaO3if0Ivfamy5oVjGAvYwKYy_EeM5VTGbwnO8_FjdJiUNh0P0vgHfvMdbjPEjeQCr_FNJpxf9Qwp0ob1ENtB0kq7hhKiev6NPpkPFvM-YFPjEo-fANz0UFjgcr99MhQYbNuW_rQ52zPyaWz9ZVsx1YbrjncKj51gHZfhE38raDSAuV-qLX-20xGnQ9HwG6zsFHws14wwqAKK4mrhd2yO2aDbWzjB4tuvQYamm0qoPkZIXhbzQRDqxfEjr9fYpBsiBbnPlD23oC6DrJzEtkjYbNx_6kIN_rKWXtiLHs9w3MMHEeAMKgR9sCd_hlKHF51mANHE5jbwyveT7D9q0uAuLece74dM_obI-vM9dSNWHF2JvS0pcXufq3o2FqwDVxus8LB0U8I0_iWDyje59-j_fWXiIY3I3shVJ26yxi2O76HWpT8zjyTKMu01iLEF1HREW1sxEsfCxTQLjRaxgX7_89uDLmEfYK0AVkD68HYrofnnZGUddQ33RIfhzwROJiybZQ4gIaLaAgO-zrBg7I3kBQqm2mDtoEYrgwyWjOyNdEIuzd5zUeXJl1K_LUKiWJ2-Red9VexYIFCKw2rf9KwIYCqVOl3zKoO8kg8IA1rtPOubUQeGz5jVRw4nSSOQA_d95eVv_XIoAFN2QUPP7WY8uc9bKsPFp9pvPsz05krsCwEpy1RyHrgMU-Zv6ritVo-otDFioNwysJs55VQGxrhG0s9YMlPhj0PfWmZHHoQOIoAOQBzMwDM5EYT43U_V6TrZlWkoOblC38zfmw3Ruf6aAdPTlfDiEAorDxWtZifXSCPH49762vp-TinnAJ0gFBJTX1KEYF1zUm-a1XoUZkw19K-kGn8FNIuG9O0rPwzUshaR2gj9NVtl0P4A2rKbI_pkTiGQW7zbSVcaoq8BlrFS8-IajplKelud1w_Gfu3RhdGArORadM3UTCQcggTEy2MIh0bovv3V1HXY9uPeB70XAhXz3PNQ5WvbBT3ovgNx2Mhk3LjUa4o79jso7J2NNQxB53dTt2aWR7K25vBkdQPq2_aI9VMAHxJKBzC6v4iYkNkIf_rEjwQKwQGr_3mS1Wm839elU8kXqLEkSAgdmKeQdkclsa8JhNlnW5dqo8neDCRonOHC0rlsjdQBjN3OzFGBPjEDPh6w7hz7yAMbUIQ14jdu0wDUbYkYC7q-2w6tRt1G0yzQGTvb9yPU8m0sKwIDZZ5pZ72ECtd4DKHL09wlFFuyPBKfFsTuNqap8X6cStFSWkSxfsFZycHHxwHQgSDS02jp3lGbtSQfnmyzQfD1msOJUjH2xTDmK7RZ_lvKRbeVF7-j20DnUF6ytkIjRi9GqlX5Z4W8-ye9wO77cft8SQ9u54sIXsdShQa8MawfYLyY8y-oTTGkaoio7gF7toMkJfeAFbCIi9TOWaHajikGD_j6q_19qC7TelK8D49rGRnPsHcmiOtzSdX3zWFI1bgUgY4zOtIz0K__rDNF7YaLFcrxAFSl8lSpyh7-j26Dm1MVuOQ4kcunfaF0c8vslSNnEHjIFarYqOVr6Z3OG6GbQXLq3ZuZaA2FmYk-tZBWJNWQ4m0wWpOn3CZ_xadkbptRP_UNhN2YHn1YY4CzQyOPXOLerK4EIwMb-49QU5VI-eO4GxZ2P-0JU7s22C9MbZvQuUGOO8-W-WY8O8ARLi2a2Ily3gsh5iulFlApaKcui-yl-H2HLSTTbscMjCAjPPy73NJwjZ5nh3fyDtXKDQ281RBrQLUg6LkEpxXVnZzLjqLZSKxv1-z0ecWfXNPsu0APHCAyB-wo2SSrddXw4G47-ihNGrMY3E-UUxz599ul3E4q2lG0NA_arOz-AfaIuGWDCPuc1sMYFhu-fk7BuuJKM4LBiLXB-UbG9qWgX8Malp-fZLYYo3YTDMmWljxVcCI2JLfl-84T_f6nwM7WD7dNnKz5a7C5xIeH4rGHaZgXmy79XhvLTMMYj0lyQgV2xKh6m5qkw-vkPoCsIEqFotGEGwYr1w7F7ORJqclfR8bVFOIcRQvf0U-GsBNWGdIyA4cDa6rHvMl-h0NMxg6e6uy64voL7Zv6aO77YLFVmXWNv3_M5h0r_q349H6E7dQlp4BUg51ha7CbsXknlU7bO0Jt9BeIN5-96UfMOOf6dg9hXMan85CS8jPmzQAp2OTv0bNFFv1vlS92JO1XuS7p6jrizGZTXtW8cjNfhQhdsqHMeygZuQ9t1tVzA8gdO5feVvHbYG949BTqXV0VDV1jMG_XZnd9TffOOmfQwjCE-l5if3e9bUpzgVgXTKHyxTAM0eDME0aSVGLnDztlVqtr6GjY8HyCnKSRccl_GIeRJZNHasaiDTznvX0a5aj1I_lBkOBmZVCGFpj1c0mAH0AsZgw4wOg1JF-dz1LY9s4ioIRHEAknPglZ6In8kyOfbyCeqCELsMS4FxQS8AwrxmRjAQ8EcGP73Dp7n5Hg7_Mz1X9QTPv5moDqPCaPA68p5SCVRTAh-TEzPoYh6yCJFJjQYNbiMcm5K2wuyhTFgVuWJIQQyk545kiXDIWRPk13dVVa1fPAMDbDIpNEqZdQLa7SpHNYsQ_5qE6WsZAiO3btvw2L-195wwV-2r6dN_O9I62SIensARRXQYWLUTkzKrHud65K2P3OIt5ZK73vy5BZ99FRKCAlDEpY7lVPmOdmaONNs0wLjDjumT4cjs3zirjwR0lbq2glNUGhhNVqvz7aZlr5FADdw6t1Csig5Mt0m1bee8M5bSWI9TZl49KBtcJMYdEHDvRhgtyrp9WLtLCUaiUEohhK9c5NGKVrzIgCYNUJVX5RQomJKhExAAFCMYknzJ2QXHQ2YqclKRU8eC0PS1Z6pvWdRkfcQfgvvhUN9oEsHyjbh1z-VoGjDWeGtC2ZxHxRvx4Fj0MCV0I5dPdigsHuax9bD9m4fsjenw5K-UOo5feQ2OoygHdOgF89ko5mZBqNwYbzE-AW0W1ZMkBrGfKD5aS3R3QatKvCNP9cI-8zd9j9bRMNzlW67lpwxKjI65WrjqVw4ItNTRn-LN5fmXn9vvIciy68k09r2DseMvZWbfBuUBHIWBZwfy8C7Ur4Xwveo3pvoL7R_dRv-Zkul_2v7nn3U6mLB_S2Cx6cUUg9hs-Ao0Af0wzEzMiPmuD6hVHy091mlbjD-5dD0WMf5ZmS6v9tByFiECPxd4lFjRxRx5JL6L_M2kJiQsZ2gOgW3UGrqWBE1wNECL2qb40GI_ttmbYCKNJOyVNNp2QxX7GhaiYeyNkmIz_01I9-5fflKjcHGm7RAQ04CKPlW6z2DtdcCXhzLYibKM1cEuhA-ZYwSzuT451vnhRHqHCxffj5eK-oIH-m4KbvkxNjSkwQVOid2wWVbYQ0RazgZ9V1hu5ZsaHxkqqPjdh3iIHspYtsrVb-kbeiJMdnmiGSg5T4Ozz9IynWZOvUyUTF6xwU50VirUIZDMTPzZF3JDTfkTw4H8Y4tmxFa7q-z9u4mAv6sAe6p4Yd-hG93toN-BKvzLm9V01YYPsPJeEYfoDeMzfDvSBzjqHQLLWsmbtmmCIXcXU37z9IzGqY0Myij0PgbEZX-qlsouWx7Zc1A1Cn_6xKUTbHVYe9nt7Z-5BAemnsqiJLGDdiFVvkMjORvlgkwRl2bYQsZrm8FVAGdaSzB_GvLi5QwMCJdIsJ40uovjSEfzLg5lTi302hb1qfpVv5-1GfrfV01MuSf68WrVpIO1klvCrENRrqfoxzi4g2Nkcr0qyZh28vJ5AXGybJwzv6SpcSE9wn8wGe9r_4Pwx0ObO2H5oDSelEY1aXaiRbkxdaQ7WmIr8DimqHE-Mu_Y100jJmu8n6IjWs3AE1iPhA14BL5bhhhjfkga2kw2VQ4bmTIps7N8dJe8v15E6NF7l8=","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f6a823c8193abc28aa4b3bf69f3","index":1},{"type":"reasoning.summary","summary":"**Designing roof panels**\n\nI’m working on roof slopes with a ridge at z=6.1, x=0, y=1, and eaves at x ±3.6, z=4.1. I need to create two roof panels, maybe using meshes with a thickness for dark brown shingles. It could be nice to have overlapping shingle planks or horizontal strips. I’m calculating the slope angle and thinking about arranging thin rectangular cubes for shingles along various x positions. Maybe I can add decorative elements, too.**Determining shingle dimensions**\n\nI’m planning to create 6 rows per slope for the shingles. Each shingle slab will have dimensions of (0.8, 5.6, 0.10), and I’m considering orienting them along the Y-axis, with rotation around the Y as well. It seems like a good way to create a visually appealing roof design while ensuring each slab fits nicely. I want to make sure the dimensions work well with the overall structure.","format":"openai-responses-v1","index":2},{"type":"reasoning.encrypted","data":"gAAAAABqWS92sxJr-VliaTXQWVtR4XtLJoxsubOUvxqmcuvvkCuNE2dWLzDi1UG-SinufoSIGVj90q3a9Gp8arHlEUX6Kys6w6nqOqtSesA5jjrh2jQFIDEAV7NAhC6Dq32xNiUJff2BcL664MxXt0BWmVgzX8J_CEDCr1l6plVy7XJNLrZcbggvCZv1Fhnt-RUO2rGVaCyJvCCpKsR_9CnHliHmwWOm7gyem653xfI3AXQwbx4q6nOYnWB17t-wN5mnma2m8ltu4OzfSDT7AOb8Zbkym78WUXjjPJ0p4ke4lYAqoIyrxQj6EoBURkXKD6fpF3mtAKq1WVRCgyhpfYrr544IyRmPOIj45AImTwedthDs-3-2K-Na0H6nJoTRWJKQKeJznxrfBakIHHEmwSegp8Zm_1SJsk166NW0wHeuUY_dyBHY4wGTr9Jjoyk0TqLv0uszACnkYCnZipIHVAjf9qGZfOt0jOpKyXlzGA7QrUfyF7vbxcVpytizP4Oe1WzhgarRmznXthj6JFOQmawAHtuvDsj9gPDE449LWfecAzILaJ23FMePEPX58gG0DG3cbhLQzJhk1W2YZAd85lD9UyLwrl_pCOk-MRgCRb-9iCeut2B2U7ra3VbK5yXS0Eqd-1bh15tbCIXHAVfVU0-0jXg91zEJaZ1HIMqR3Hd75oC6t1g_6jzs1pVJSLlgCR16mS3sQ-FllCF7BJLvFBLjRtYTOyKT1-PUYKQmJO5Sx7SiLFNa8R7p0_HEutcVvgez4TeUfE6F8CAniU5mJJ-PT9M_eATlWq9Pejl15IwC0H8rTp1ve2Cvpx0hIJjGXHOQxZ3noTy3JElQWWoK3aO6C3fI7V6CwEA_VTEVPFx3CBCVjv8VcqXe5x0sFUfEy-lbNUWSAuB7r0jwZvGzJ7r8RJHjkMHryCRWUo-WXimBUSAPzYKN2SV3AdO-jgDP6rZ0fVH24L2ClTvVo5bPQmzmHIajlJ3grVFyuN1_lD2wdFpIeI_jdp1N0Jz8OZx-vo4obuTvwI_ia03RtKnbTrxqwlXmp0Foy59MHcv-GC7yhqa998cmyg2MolB6H-LsRhKz5v66RIAurQqxl2T6eIFXTa3jA2TATgag2ZWluncRPwjpyK5ayOz4nDiAszijBnX2_vlbCrKOVK_K7TYF2RzmH6s2da1ch2n-I2d-HB16UuqJtGjTsKj850DhB9zVtdIeY9fyan4CXwMjG_kXlApmh0H8vBDGcS68jw6-4nQaGxe14CFtyBneDw5vKVRYNX8YWo4TZJxRV-CNo4prulIgXO-UfAtd-8jG2NWGddn7nof1j9ZXEKSbTyuaQOH3hDxF1hHDBr0aCsu_Y25JfdbU7XHmcpahPmLTCAIDyuquz0int2UYW1xlrk2iqN-wjJxaaeb-VJjJSzDCiaTp0JjtAwXLNRkB5--LPN029F-0ZwqEfnZt5-WtHRIifFgsoO_4aeDQsKpYC7MeAuYTBDhFYEBD-jB6lK7oRvaSb5DGk19dfAqyW0yV_7zkv4uSuMpsBEy4Ygwn3JGZP1e3gH5lywPNkggaL9xiiN_XmzB13kC-Ky8acPBRzhTepWFcfcrL4zy_8QOHa8EqopaUuViAGioeeekX874Nb5_Q1ZkcVolJFvPer_KAsOEXy_1K0OJWYADmu4S-4bwWiHDcIVXqlWg-oJQgHoCauCPLvQGvEqcXBFt5su81CLFbjEiWM1o4voqDFgAMFoUzkKOXQNjVHZtinxAAy9GjXCMyGGL7aBE8aZg2trqc4eMbbJzuvkxIbZH1lrAc5E44nghB3DCREpSIryLm91Zfl8YW8VbgXbiOcgNWFQTJd_aHudNmaA9kuugnqfT156UVICcStSIlu10_jF6ALyJnmIgt1oYkfaKJGJbgtneagszlH8gJpf84HFPiBuB7-9kZZunuaUjSGLqV_li_Bgxhr9pZD6YXdYyGFuV62XVVgtqNpeQb7ytreQhwCftkOSsYWKCnJHgi9pWt4F6FGmebQGBJryAAcmKaUPfF-3M0gBGARpowMD6wGbqDIkYsYzhirYyIC6ro55rglI8F3J5laIpP4WD7BOQQ7SCCZV4bNx4Wq85pxwzijtNJY7W9J_oYty2fdSassWkjSeV4BjK6heNZdFCSlDmMct0StUuE211G3c9oD8Ec1AqIjx_f2zfuakW_GGxa7SxTk0AkP2Qw5hWrUgYUBJqhFI4rvERfRmcEIqdx1weVtXyqwDZG1nfPJYTEh6kap7b77Qi-nupSGmznozk0jdbHXcL6r8g8-Fp5IS8yYMiNxO8geFz4nrUwqbGHI4LQvRQS12uEOFi90jR203zNapbuCDMZTQENMfcb3irwSE8pKf7JwyrO3C3dKhDGV5DxFAl_tpMxjZqN4bCx8kgc9kvp-L8IvyF4guBoBZlWMgGYNl1D61ZnMdOCwuKH7nDmgyaZdLGKlP6EXoqQGZG3iFMO7UKDy5QK0Vq9-7-Gh5CkQK-UzLXDutuB0RVgOwXFArE40zax1rlKVpKYe4kc-0po0afAJRqza-YNnxfCjeTGxw5zYWdUIMBpqN4nTyegiuzofzQCnr3Jth6rIDsJbOFy8Lgz52D3E6XTrgKRDNt-s3BcKAeDT8fko5fFFs0Ekvexkvh88QHjgDD70Q0M724oR4KIeth9oWanKvHkOsCrfJ_3cY3OU5MaHt4cxa2V5p4hoF3D75D5Qzzo5TbmSn9TX6BH3Qiu3inwNv82uYKN39HyjRvBNXKeCgLCShIaKa19SP3Q0tJvlYIw5Ec-y7ITMJA9zelsmeUXIPbZiK42mj9riH5PpHTKMoMKapqyM7zop1PrRZDEINid7PvN5YJQMMQFoLeQrp3jJMG7HmssGaEdNLnPywcEZj1_OJkfoN1v3ll4DtsndRqmUvxHYXB1mlKH8bShbMNt3-oqlh74AVv9wCRQXgM80l91WpcwtXz5K1KNd2-KOnkUudvU_NK2muYR74SZbrQeiIWJQdzcZByATnmlVWaOivEbte7DLzMSJHgM20UglgCDbqhiAR4AspthXsQVc75h_eVxDOKmqRqSqJRxAUxzwsreX-0snAG7eACSBpE8147dHJXxlUf-9ccWQX1f0fAcAR0_r33s3sMaYPhgUJM3IkMt98W7IKkUq7Vl8k5UvtXuCQ3sWZOxuAHs3WAsZAI-gs_N913u002m2zCnJnhhhwpY-H8y_sYMwbIvBiTszLb9kMUQm-GifN5XK-cPyw3pOQsQorfGmNEl6UW6XjMplUlsWIZtq4oBM9Qvaz2u07akQSbMPFwecMhtwrmQFAOTCgi_wwnuvakLfc_m1D_-8FLwJWfzFeP78UvxQODCrmPnRuPyMT9z17z74DQ7KHLd6J0j9R0uz6eI8l0P","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f728a708193ba923db325fe8438","index":3},{"type":"reasoning.summary","summary":"**Designing a cabin layout**\n\nInstead of removing logs, I could cover them with a dark wood door panel that's slightly protruding. The door's dimensions would be 1.4 by 2.2 meters, framed by logs in dark brown. I’m considering creating a mesh plane around y=-1.75 for a window on the right at x=1.4, y=-1.76, with blue glass. I might also add a window on the left side and plan the porch area to enhance the cabin's charm.","format":"openai-responses-v1","index":4},{"type":"reasoning.encrypted","data":"gAAAAABqWS96MXUiKoW--vG3Pv0bWus0Vd_lDWiz-P0_9pKdM6ROFRUZsvdIo4fbCfWOp83idoW-lA_9lxuonPxWBmaDewoGkamnLagg3z1yao1j7dqNSXJ5BuX_H1kLiytpnqmlbJAaOrgOfpsyiyWv6tRIapPCs87XLyAdzjVCuOGBZ3eGNpk7Mzx3cLZlxHYWLIbR-21dJ1oM-jL97a55zvHjAc3QO9rzyLhit_z_VathD23d2Sy74b_L_AQC0ImkIsq6I9Atbt7UcWG5P5X-t7TRpAvxLw5iLzjnNBOYLWrHh5aI1fYmhQVPPGcTi44u1IjvI5bspM_edjML89XDKsE4Dt_QQ8zBYWISZvyDijsa4YRDQs6n2gboHmRXuU4YdMGHKLfWCcLWzZOz_wsMw-K_ba5D1hhGz2m0xz2lxYaL8KzNXm3XHJDedHa6c2mHZjJm9KK0P5YExzQ9b1VsFgz-l5F8URfI2xvCsW_MFUGGyfxKWsecjmCVlFEUgzJobTNDuk2MnRNyMEeIYsydgg7S61fixlRHWpX4qy85Ff4acQOG_7n7k_hzoM-vn8yW731iSDlvRZtEqqHidmXTgOVcdW6ZoNZ4IrZk47TPqBhsnZCK9muRBCt3YuTiUcfjwzLwdBJn5BrvfvgwWUwe_ebr0vnPvcrHQ_sN3OHSeywURnfj52eciw7iQaZkrX7-GoIMuZXlBeuUncxp4E7ssVktK-436xq-vgR9fNsQrjlG3T0LFfjEFxBjmJwb8Lkb-g_LCH0jPpfnk8krWqsSCiDjW_QID0FolcgzTIlxMDMsHRZgUQDccZBP3eJH-Ek_22foVr5Cs5XtcL5odSQjkMm7yZdKqzU4mFZtX8z0xdSpX33J7ACAawML-5t7I-tA9Sm11TStlND10QsS77wHoHu01gd8o44e2qfv2og_hCk4krnf6tSqs1zPutA7MquyGVcc4XjvNmXTV6slWEvgPiNlWB3MtIl7v2HgOiApGqrOk5c4cwihAXdmsqub7ZcCn1J3RzJ6tgKaDRXBL8PM4_DKeus1FY1whzrtbBAfXuMOBw9x1nUZVKlWti1F1px8EoOAbePxJnBl3n1nztG3v54JPIgYMLAofN-NpsExvbY4CBO-p3EvnoawcDZamzs-8ICqggLus-jC4Xw8VaftX6MqkiD0dFvbBAoJyninlhnZcrIZ-ExI3vJcBg4V_QIeEkbYWH9MIUaJTr5hgTM074B4if4jsnPaHx27mz9bIoqd0__We7q1l4RPYHkrsKRSnyJOKoUmCpluT6YanPi5ooXHbNSinSimUHA8gFY0g5xAQCHWW90Xvq1oYRzZY8Hm8sZKj4EcmMCbO-JuSgrR1bgg84lOU2Zkk-bKR2_-xd-JygfdScoerlcWbUzzA1tCt1ActpPxMQaKIsGCJYR8xGtgr9jBVUuLasRDnxiI-j-gVKxpM4oKJAL46bmJmIiZIIF3fS_ewec6VRhEg6WpzDo2cdXj02YR1t7XBlxt-w6OmklX4mYmKX7uS87KCzB8Mjv2eMPNidW01twjO1YnhzrZlZGexaJ9SDLvF7UiCpwbhdTkhSU66nCXHOZyr2S4ifo1IL6UYg8J6BU9B5RIOdUsrtP1Z1V_tGwowUQ47v0g2rWqwi9AZwYlWdxEhHLlV0DBwPf9rT96iD6_01U0_nOheKlbfvN6ozwqdct3S1mp1YUuFlCZu6N9XVwwX-GsTERK_5TrEfYxZzJgAmM8eCmf9fNh0_mM5Wl7_G8qopvjzjMfNFZJWA7f-5hmyo7Vn5o0933K2NYPiP7M8f39V8aUz2JUrLsM-SXTGx2AoORjlyPFfJRo5vqpMOhlluSwIePHwZbYRNecfGWQorM3cjnNcbcf28HOUZKl6Ri2phWxwL3_f3u6ZaOLN6GwSvXcA2Y72iy2dGPVleHCkej-8VtC6JH1xMYKqA5sS1jUEsq-OUuHVGFYmBhadaWLR--G-bupPJALcK5iDddnTnXPQt082K8tiUzfregt2xYgsEN7LXHygo5-khfbbN1c3755vxm4hCbbkMU5d3U4PZDFo9Lu1_06Q5LF152oEkr2nGPdc2dpKBb14uQurT23ujhbXgtEHVwBmJSvs2zmX4SAjoapDioK0SUOgSml0hT1Uu5TI_8uO5zRhlwCUM9o5-mvIXCDmE6TuQ_2mNb5ikt1nBIH7QLttJ1p73zZxviQN0CNSmT8w_T2K8Oy-YAaGFJTK6Oprc3vUJsyUrO7hn85_CggOt8N48qTVYSzloGERYgp33eiA_ZsZMxLhbFv5OXv29TAsiK0p7qfhmD-AfsLWg6ZViMDiX2aXLbTcVoGn1dVBEvFPOmFJyyaTO6oPL0JDaWvixfLtsjpLJf7tZdasq4CDCLsFZUUneT-9b4R6vrj9mDkb0m1oIbsHXfM0w-sGYT_banpV1BN8ExBAhMRQHVz31UCrQIU11vnv8fcvlR8Va9PxxGw58xMrkwR5gMbMZLfuCGLLMHEywPE6ST13MVjv9QjxVSVA0Im6qPCFWLyA_UeL4kFOE5sIDIKgyvJaRWUUUGhu3slZi9_oj1Ci1tFDmb1EA9zXi-6Ko6XVuxZzDsRBqPktXT3Kcp3MAFMC414VFlmc6zVmjJPMyB4krXAXAU80Ae86YwIMlxzFROtJPLqdHyVuNyVJPpIUmvw6i424xtNvEEe_AdqjqZdFyH3dTTtiNs7C1wF5Cn3wXu7iAZmRhYM46MVNpqWgGjgaXDuP3fkFmZJXidSjNb9Lu3Gmyso_7yQ2Fts34ht-Q4fPTbIB-cBFdRTu0dTAFte6cG3yhWFT4dN99XSpf4zp5KxA5lZL5CtMfwjx9DU_agn6Ta9KGa4v0PDPXTB5Ur_4HPNL0Zp7CkzldsddXkQOV5wZakz2RSPYJQ_djUvpgro6sb71U1FOkyIFThdM3PENoie6oivq2sIPjC4X98BkvUL_MEmQIey-hXgONzvo5iJqQbCEJVhwWwwSYzRZbnqIzhJRHlO07P4qtwE37SA4Umwh6doSr5AZCq9gWQMpO-0tHhBKO7-_YCyQ-XweLGqi7Suak1TVyU54JPSzoS9EY3PlhzL_2e1ro8M3PWVCzBKzuq1J8fDWvUADoxeIBU3fm1xptvw7YwCGWCiwpDkqBwwVQ9lbToASZDfuMqvLsnu_a6ZFED5IM6Q6zlUv0Ih072iatk31ffjvrOipsqS7v6Io6N-6uxOdnAsTako5ZwDvEpChi-yhaZ8Ym4t7YB_A0bY6rUR","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f76c77c81938b4e7dee3af11587","index":5},{"type":"reasoning.summary","summary":"**Evaluating island terrain design**\n\nI'm considering how to ground the irregular island mesh and water. A large, thin cube with dark green material could work as the base, with the water plane above it. I think the cabin foundation could be around z=0.6, and maybe a small raised bank or rocks along the shore. Adding a ring of stones near the pond could enhance the look. I’ll place a few stylized low-poly trees around the cabin for a natural feel. Let’s go with some conifer pines and a couple of deciduous trees.**Setting up lighting for the scene**\n\nI'm thinking about the lighting for the world, perhaps a warm dusk with a dark blue tint. I might position the sun key light warm on the camera-left side and use point lights inside the cabin windows or lanterns for ambiance. For rendering, I could use Cycles with a 64 render benchmark, but for a preview, maybe 32 will suffice. I'll experiment with AgX color management, possibly setting it to Medium High Contrast, and confirm whether it’s suitable for Blender 4.3.","format":"openai-responses-v1","index":6},{"type":"reasoning.encrypted","data":"gAAAAABqWS-B8HhZS0RVEYYSA4sE0z4etfXVDAmC7f6a3pnn7zV7_Ov0liEyROdH4wljvmRbh2ojcna76k-Qab33ez7wlim6xaMcZHb7mr2QQ0ECmkTEPMOlxdsPhlg78maaySfEkxYCRnciCa-3Q88mbEMIH1EriL9TiaY8_ewSf0y3WwDKOcxlnPZ3i2-V3FunGrOGhh-Jd9tevpp-8PZPe3igSCt4QaKZQZWCE3hwVd5M2o3sdqXcNBnVMvEZzIz2BpeKZ2Nsiq12Xq9UiLoAFc1-zLxzEPAXv6Zsi88M-b2rYj26J2vRCaz69gNjH3T0_PjnVy7GqZyWSOq6J9C24iZYtsXu3AH4yTvd4ValcE1qSV9mbPrjXSqcA52dvrHG7vfCt_5JlKXykSeY1KR2BvR-DXYv5hnQ9BvAKrI-c9V34BUbJzhgMZvpGslgRcS3_UiyDlBwTQ6tj2lL9ecmH_bF6h0D-E0aq3Pbji5yySl1rp7lf0q3Jo6cVNPnWXA7KfKHHhWKOwkvc3qRYz8oe3C_AjfRdepi9ub1GNS2s1rBK62HJMKx8EPsbF8MHbkZzoFd04WGd4pIMIw897zS_eYRPpmpDeQrk_8EM85GZKm7tRbW7GdpjOO8a_GLDp3x93HarbjGPzQU1p8380yROjD0dWdmeyrFeqSj7kr90bdTnfoZxKh6vxhWVj7rJhBmFFHIvaw6Asm75H3CIvEexbMiGEuMWU4y4KMmXNu3Tf4PVJDHd6JgNR4qkLkIOXeEqH-lTWj-DZMzHFWghFy6Jqv4LE1JCs46IYJFCCIdnPtnEiGjNy3YMZ5VGAeUyK1GbNkgoIyMOmodmyzfWBnaUA67b6-tdIijXy1vIzGeDvLFetZqdEsyY8_dZNAlb6El4Phb0iU7fOSWEYJcTAZnVr9jr6jlHZFvs1XLuPSezp-7BxraCkzIAt6SmK29LVayr8RJ5uqrEjFoWp_Qq03cJrkdv6UqJ4XjcJucO1C-HY7AcMWEPHP1kbwd3hXv1Pj3q1H6AUb8G7bFQaQFeRcYQM7tHbXNSFKlB4JsaHQtjM7BtkG1CoU71kiKUD0pqRN2APkF0ZqQhqcvmFIimkPpbl3mNzNf9a1x2vcmaW7zm3zkjTdscYZinmKaRJP5LFoEhzu-w7r3TeRRxYLQKRwx5NI4pL8I-pEgnjTeZU3BLOFK160TJTpz5-Rjtvhz505TxeSXDQ8tmAMsA7FbMloO5Zr-w9M7MB_fIU1zqjn4tPh0MlIzYTgl3okUTrppm4ZEf6xs095T7w30pw0EcgbC3-szgI_DAxqcy6NDpI0d8DsGXITD9Ydpq17FW3Ofs0ZC6blkDwmWoQR6gsXJwoawVfcZ70mCzGm_JyFj3hOGh3nmGzSasHwBGEZeKkMpR8WGToH5Pcj1SjB9WrzadDRuUxn4roE-pir8xfudZafLoUL0Q9IqG2SkJJZbRlGgGsAhwhtw5yuPKTMoaxsLuFiJ4OttVhLAZ5c9Qz4272JNIS7gUHekHsJ6mPzyXmXzJUtVP52SmNnZ_bHE9_fkMmAgbq23bfApLm-OJf_XDFccGPDeSJKlAGB-Drj7hI0VbHtxiaJSZOEA1DRt_DosaQnh42W2C-nO2-8wa4EtXzKp_sFNhWc0SprCbaNJJgb9d5aRTIyHFfgxehZ3neQGjyAdLv7FJI5wsPuC-8WYNC0MOmHCcmVY_1wZpS055YaO0gIQu8AN5_KLOVOsouoTei934jjvHFv8xYqO0gIpmGB1ly8sW2USxNTcpSjSA8iQONpbNADueGQnlA9FVSEKqg_wRVx97cohJuxMtQm3MECua7o28a0c1jITQaE90a_KSOrUq3w6aY86_OZJwxgcavQcBpBG3717gbyLWtPY8AOJTAP6Oyd79LdxbgdPu65ugleYeLp1xB8ybHsv_FBKjy6gEbfFIYtaEUL30sI5IB1ypF_btQ2oTfal6uduMFHAikBeShGoRBPTaKojaUT46TMAICQxbEmxCGWZLCgI_t6S6E6y1NIBH4OjHsmF6b1yNjSI7FiNhoTRkX9Au-wc-cgaggs8uqZ770Wo0N4gCHyHcMDafn-DI0o0Pg6FRV_mr0TypQ3gL5yfonIdyCR55c5M0qS7yZlSRSQUkjDhyfA191meZuY8iBjQ9zyxS_Z3Pbnn4oFfkWoaNVVEIIah7WK1dDEiF_D1iW5rmZT-QYQjx1E2O0q8hwpp-jt1w-Fq4TY2CGIWPKgM3O8DIA1YThXix4A3tY8BzvyVFbGOnCnDkKDP3WOdaBA0ck84XrFUTMLpUlxpBtZoWGwA_Bk-84Z4f5lanC6biM9kxAidn3wzgslP2Kzm1JE_uQWLsyP7pTSDRPFoE6cs8JuqHaWZUvbHV6bbShXy-_mXRUsaCpKOUjyFBwzjD_YGjFM98oeOXbCj7jjXHYKMeZnnes0A5w9jTPJ4b3__v7PfcChZq4U5ojvp1PCE_yjYspuAKmeVrUJl1573HMpqAAgxJdJyUQtUCovkmsIvtWe3_8_H0HpL6BdrhpxPZdx4HapxsW7vE4_y0Vye_EK9t68yXA_Cr-SuzqhuocmOSDVssMV1K4Etb5iCFX9bT6RLWRT2CVfRXMcZ14cISESA4Frd7EffTJairx4bAwTzIDBBsQr3ZcEDpgavABgnGz21U1zZSkaBZgqnki9FnVob6F4SXauCd68hvc3VSEeJgSaJEohVGAjV8NkHywhFWhWMME8M-7TuIfiov1CohV6_bTwJFhaPlpXsNFap2G3zpUhJXxAsmmuUxMYIp8OZGcdP8y3llfwGQ4XaOQGwiqCPUpDjFA_7BsDiVhxUH8qKW57T3P4SPGr7TIaKp3i3xiiQuOoQOZCcAI6-yj9hU7R3bavmldNZjDkisR2-AbzTkYFI7KfipqUK8-xJzBcZ8m17j-4HgiMB4u52m7rkabx7UiMNFZWXPocELNZfdBum7WdoE3E8huBQBXt23y4skKm6w5E1V7kKD0OejapJFA7oM-iSDLxX2RLpehzb-MMnK2Ie1JOiK8WHf26vWqOvJqutZxd06lEggLRUYSjvqtrTqvcSwmHIZz3UUxFXydzXzJhcNAFzvL2b8hJyv3bi3gwI9ZFEMoS2LoN52ucxHR0CaVCXOIFpy1vy8uHiC6VPgZYf_RqXjWENIq5F2WBKmQ5V2YpZpi8bF2wdINHEscbvx4KHHBQPAyCey-ILz1NVa22ST17EaD6g6--VOmg80LJ5LYZQsRkvqtTD3V3zfXMn4U4r0wshuqADte_DNZ3j-wCumwdAmdbr2Bi-HUALRhODaxyhc1fWTNEJkCgao9y5N35tfGzL3Idj1ZBERxpjGeCXiz-YykVMJ6cTTDcXH2PbaC248hzHBPp4lAwR32S_DS_HMML1tZUeplr0NpG2DvbtjQdapBgDVjso8-23Dt1chq1g3BLt87o7iP_nzbV810Xq50P1T9IiaVRQEdc46tmyxFVGwFqcK339n_gKb41oCa1S7ISi8sbD7Ppsss6XLkRLGnwgcyv9v1mB2fqK5_yHBuhXwtZXlA7QCPlxay8co7A2F8xuVHlqX-ca4Gt8-O_WLVPplCYxlO1urrp0hE0UPq1iED-c0KJqE02t5sJXZDi5ZVymorzJFGe87UPhq9YKeKX-hAZsADArIQNIojQhDCexeUPaz8BliuF-Ph0gqs6hio4IqdLi5uAYvnAhGn14AJuI6XOcSD7pGuBRk74_VVLrAzEnk8huiZ7AuABE4FoSc9GNdqqEtozKqWZF","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f7a81b0819397850dae047ed90f","index":7},{"type":"reasoning.summary","summary":"**Planning environmental details**\n\nI'm outlining collections like ENVIRONMENT, CABIN, ROOF, and others, thinking about whether to add text labels for better aesthetics. I’d like to script everything into one call, but since I can use one tool at a time, I'll run the full creation sequentially. \n\nOn the ground, I'll create a mesh as a rectangular slab and consider various shapes for raised banks. I want to focus on detail and ensure everything is well-coordinated, using natural materials and textures throughout.**Defining pond dimensions**\n\nI’m thinking about creating a pond with an elliptical irregular mesh positioned at z = 0.14. For the center coordinates, I'll use (1, -6.5) with radii rx = 8 and ry = 4.5. However, I need to remember that the cabin bank is at y = 1 while the pond depth reaches down to y = -2. I want the dock to extend into the pond since the ground will be underwater, so I’ll ensure the design reflects that.","format":"openai-responses-v1","index":8},{"type":"reasoning.encrypted","data":"gAAAAABqWS-FzaOrFJyxohOJtrGp5XRoRH4Tj0i5GPJtsADRgARYlyvIWs-pqg2y-GrrK6SM0VH7Jvoek3ch5Q80u7tmfuHoP4I9fjrOKVJESn89kUpMNkOqhis6d0bz7zjLZeS5uFQbFjZoPLIsBp_m3BClt3Hg11G5MDI_3rhINMDqZECR6qjw8G2AZM2eSGB7VGeN87_GBlgapu9jb2S6tSnRzETcgjWZ1-RpXL29TMj43CTtXiktpI7_pSp-tUlCnpFLxnxMUz2-DHk_I17QLxQbgWFWAk60O90KmyNBSURsYo4EGPmXV24RrhccLcAqWatlY6rFLEicLf7npD3orm89LFkMvuMsjmSXttcDCK-9zI3WUZHqOXekqfrt4N68eX4dcBu9zBT-v4CQ71-wI63caP8QE4NmsPWszH_XWVeDGjtymxJe4G5hDMIL4YPnGfz1DmQXmF10tiTF_VXavBEPuO22CnDwhKjzg6t-rZsRcI63Z5mAL6Rsy3gM3Hvm_9WkPMcR0eSKolDscogRhLfEVSHDgIHeuPqpiKBufTIU1HcC5oIismiymy-RrOBEawsODxS7_UmEFKk0oPgFQZC03rSi_6kqOdjet2oYOVJnN5FZ60RwoUaBDRpWJUfb5WtUGyNs8pFlDLhKKNTZs9-2nVnLn4Qlx4YXlqP5t5r7d6qns_nksug40w9QmLML3jrdeB9fLwL6n0SgAwF-sx0U_xmQusT5CKU7CqvL2-q582QjTt2qEDp10llkW-NZjOJoAbc-PVQnboDWNrSEDWFEzxDC0PttM_NYIZqfUdShUBLDRNkM4R6Fjfd3PhBngaRvtYwwYCB5lK07xFC31hSYcfIdYvnMi9nvL_LLH66y0TzN84rBPDtAO-YPznmGJST7PwdDYf-GfgrrtdwNz-qEe-PEkTlrG9IWyGijq3u6s6wljmuP-YjBSsUMnxGa_1YNMqXPyTYowMx2-MwUqbkeVbL4oROwTGB8hoMAuNS2WGeDZKcy_yCJ_h11BPURw3r2plNk62fvbA1uWg3eZFhFfSz_cZ3KYu5I24HI1kVi0kGw_Rp2VdB1RdPsrI1KGeaP8SGjfUDZnG9bWt_Ulbv4cYQEhNrPVlb9ZmNPn5QgDM6rjPSeJxz3hjnX5X3PMz7cAQPZjADynntGX00Kp8_GSLekjYjjRNQ_VjtEIeWTAu_ih-O_gn6S6IVZy5kT1R-WRXilXq9066w7bWcjL_EU5JATWAAISgm-1ylUZgKe3twwzuWGzqrR5GbSRsIhqGS6yD11a5zLu5X6JMNkrLfaMp5lBDWaGn7JUxgyTvhZBeTpfq8FgBA6ApMTO16ZPKjWwImMWzkZHRZ-ADSfkXF4GvVIlQw_vIMrG9o9tM4IMU00fEdClCggJ-xnNRi30FxWQTFNgxX5zmoO8pIrGGzT0munvO_RkMTPLPkrOVE5UGMNiCMetHVt8v_TT70H-1ydjvds09X5k8P9RngIJPTECMOzC4bQdrfY0Og8DZu-otQqqsgs62OMYZySMtksQzEa3M6xCM4PYEdE3bt7ssHT-A1eX0qj8QfWWjbHUvzqE34Y1jmzOfQMFql9LJRkWeEW5gSF0vxMlosRvqoCmWi0GZkNzMGQed4m6fGqmBEe4rAHkYKl62o9p2E6tWVyhsOfQhgQ4CbKXsUsqlX1-TdOzbg4osRC1igm_8Jc3H2FdY13vU1vZveVijXh716P_4HuenQu119e5sDANHt4_mUuQ4eKxK9mLvuK2mwOFezTt1bWYmom_cnqGKFMzuiuFhPAYUISY6J897aOSMZ9H9n0tFqBcW3GR3tmR4LRmDTF3NpBii2SDyC3U1ECE0sUMztEYQwZ9yD1_tH0BkZzwPcwjyZJloUmJWgnHriZrZSNd5jmaFNbCT_JX_YDiJ4BV2BdFh8nDjJhQ5rXsjDeA6h_Yw-IJqpxZZjniZk8zrfklUEwwb4mT29nMPxb-dVJ6r7ZgnzDxAwSgWjmTnUvI0GKEOtv6ChglMVSetsXq9xNSJ0RyJqIe01PkEPHYarZqnOLSjgFML03sX7Plz6SATcJz_HAbimWxjzfp74sn8pqxidJoMk2ejc--_5jMgi0H6IXkDXNVmXFqDW8I9T1h8BY5ZNytzlysmsIMCH0l9PlzqE-P5eNANsdVvbmYZXjG7sAYizi0M29KoTBy1LTiAooHQpYFZimuML7JZrsTlAAVnEZ_S9-HGHehruceLwS0mp53ba1pQZZ-WpvQAeFmIHLgdco6S0RRAUU58jmb7v5LxDbAOpsVmfm94EAUuIIc738yAN7PN5iTvcaxm6ZGst3Ag7TcrOyT0bMfYtc-9_4Y2r61uSAw-LEOOTy7gzPjxJ5QFmNH4NPefDx-JYiOZtfwvyw3SenOopoFkERxFSPPB80Ou61GEFT7QL_hqpjSITFgFC0pN8paNfG_2kbrXdfmgxewAusH7guzNhLHdxSlFJQe5XWGLckVO9wX42382q5acOcmYZZv67bkhkiH96fB9EEtQL3t921zQsKEAauTJDTDLl23RFBgstXuwcgFu1NIkYT3voCfAQOJ9R9rgnSY1DCufnAGi8Ov8ccbXoWJbec2kzDOUMCfBIwXqz4eXgSSQh2ChY-GEDCpoQoifwFLUXHvVdF_yXY1-A-y7kTio0D_CGwwovWSH3wYdkkTg_wNnb_NQ38czd8oD-vAKDpiLZYu4qhzeUR22Syub7ygZCfCzPUzhqitmNbl_lb4wOKzE9u8IuMzgxJX2RyT5QsnCLcWglY0F4iOdJybd1cLsMOP8d05RQUqOr8mhD8b0Lr8u4YyZP4TC9Zie-RxwwtUS9-cONHmTvDTyvZG-qM4QcAQdmiv6rLVq23Q0s_if72LGWAQF1b-vIPEKtfVhQIlmhYUzKm0xBJyXV6vxajnos-xuSQ2QfdiRLQbq0E0suJiEzhoOvh91sxCAG5IAILZ5O5OknbSHIvdPUZc2FzGOdEV1CvXg9CV_C958hVtuAhv2gVcW3rnpw1hxYvCVV4fZi10A4WDbWBp_VZQgsgM9SCSpmSEWAsU9D93YYxU6HhfuWah1KGlWyVNwds9c-8VpYYZnd2XQpBFSARglU6tBu8fnaUDJO9Wjub2g8jxMFuyuFTlNLw8rdYOSU87Y_0VjbwxuwioARHuCe5Qx3w1bvmlGz33QgLW5MNFbdpCaJE9qQ1u5f9t7iF_DiZhK0oIeJhVJl96USI3bXVeRMZYkGijRXTDyaMLHOuOKKxSSAAGOFs6aRZfSn7hkNUuB5lqSB8ZE_0A_yB7f6YMCkw6qWI9lqVPQKzkbx7uMmkVAmXfKsmgMv6znQc2QfYk7UwvBvT0eMIwpOj0J5mYq0_mXtKlmQ3D17dslABk9Dn1xqGJlknsx0oBPZVNKm0i7Pvi84BBcZF_5ECHznjiHD0nCwj4cmP06JEzy_zerSSTOAa5IZhrmEGEQMEwgQryTQq-IR6hAGJDqcSAzRjHIq-MDzsqzNasupnfnkh8xIC37sYhURZSkpBVkaf-Y1RB50GeJ0lODfMV11k4WILHgzDOktZS2NossSFDSkhDMwTx02EkM_t6gw8Stkk1rNqT0u9jHJMpedrAFw4Y-IQpGB47mBgcZ8PWl3ctLgDkbnbjv3sILewoAXnO3KqNNHWQP924q8756A_Ch40VKo8szm34Ij3HNcoUzE9lTs_ychRn0pGUkjz2qjbE5XbbytIerIbr15mkZN66ecIHLFF_SJX1PVChOEqScNMR_4x4JwcX_bQHnZn","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f810bc88193b8a6cf3915843bea","index":9},{"type":"reasoning.summary","summary":"**Considering water boundary design**\n\nI’m mapping out a water boundary defined by x and y coordinates and determining the cabin position. I want to ensure the camera captures the water and maybe position the pond at the center. I plan to create a mesh with specific boundary vertices and a fan structure, accounting for slight z variations and using triangulated rings. I’ll add shore rocks around the water boundary and ensure they’re visible without overcrowding.**Designing cabin structure**\n\nI'm outlining the design for the cabin body. It will have a foundation made of stone material, placed at specific coordinates for stability. For the porch, I plan to use log cylinders with precise dimensions, ensuring they’re rotated correctly for proper alignment. I’ll create multiple rows of logs, considering overlaps at corners and some slight variations in rotation for realism. I'll also incorporate wood color variants and vertical chinking for a rustic appearance, with attention to details like gaps between logs.**Adding cabin interior**\n\nI'm planning to incorporate a core \"cabin_inner\" cube with dimensions of 5.7 by 4.7 by 3.0. I want to use a dark wood material to give it that cozy, rustic feeling. This cube will be strategically placed at a height of z=2 to ensure it fits well with the overall cabin structure. I need to keep in mind how this element will interact with the other parts of the cabin design.","format":"openai-responses-v1","index":10},{"type":"reasoning.encrypted","data":"gAAAAABqWS-KLnon6i5B4gPW3k0AW8LtUIPIJh14rjBCyOP5lQN8RRXXtnyZXnMXsmCtyMriOm8c2vKZFQqFeOFhf1utHUV9_tOjYC0FrRM_Aj69QF4QI4wTAM6jeMSf61P730rUilliUz2vvPrH6m4TZpxndITGV0xmk6GzmKV5aadTd9JTbBWby75DciF3MvR2ArKWmjkRQyr4b6l0eMIEIKco_0XNO7ognEuPOFKTlxGcKVeU4AvmtozSNDw51Jp8r_JqXoC69TTDI_YDBTpzZrGsMDbvrAY1KWflPLyhdqS49RVcVsJbU4FaOP3oSZbjE0Qof_JbC8u5b8yET9hN2tnoO4aM4S3Askf4IBmeaCLFLP864uu0n32Ab_RzPVfGnpdC2CFlRYlfOjmegu-VMV8MsRpJ4UnRWiyDz3XE5lJ9mkS44limDWhITAJlNrzswTKCslyZU26cPNmKCwSNOtzkYeIZHoUj4B_ieCnQ478DrxfeW9LnP0ZayY0uiyOP0-BTyn61GAcdHI8qsJ2Da6PI6rIx_XHm5nqAwVBTthzJbDgE__YgauUYwEvMTOFeq5mM85l2nF-nQgI9y2nIY3PW74KUnilsvFuqdqoXplBVcrxPd-K2hjxQetxSUN-iF7aQ7FD_Acjbl8Oi9i1UuAgE4iUL8uJzxAPRexwBoDBp4xTreqNs1sPQKz1EHd_7nYOqn-hJntMADxblqgJ8mDxlbYKgaQ4RAJkcLaJonbitmvqoxkzCXrmqfgsg9C6igDCZsATXZBJ8h_RxsBtc6FbqmuFqXIqqRxdJAKZAK4iBBjWjplxB-BV0im3S_fAHbt-7gFVj3BfWwdflWH7giKwNlKxYs3LT9t5ncdSkrJHwDNQ6MpIQl3lTdU7xhMmq-zogfuUWnUuEdEcKPKSUTUH6VrHbSWz0DuT7feUaPSTpvFYlqtrDC0AMHQPAtn5BGUwvRdqX1WF8GXVjj9THMCxoOguLWEPKLMmbDElVPlZznyF9Wx59c3QuYeXQ1vfJL8FRimfgGNFx1Cu2W71kCdMLjyyzL69O1Qo39vDg9EGCHBjjWoJfpeilaML1gRq3Wbd90q6YqOWhfCKTGwG-Uqizq6W74qlP3QCpPd_Y4K_wwj_Wm-As4L8WlYZd9sXi6tUYec-pdQ6JnoQ-ZG_NhmZfMfSX2kEdXXZdwa3ZfkUHv8Hpoi8R-fMJO5E0yhtI5kX2iigyW-eNJfQCChCxWD_vT9-SS9SrSdkY_I2Uce84tRBWm3cxbhWMbko-uXTcnWXCypUyWUQNxheIwtYbeenSbUsUvrhY2MwjC8Jj9nGGs737fxfsU49ctV0kO08MVXvhy0JaUCA6ewxXCAjV1qjLRvm-NHqgpR13JLQjWPgmLlW6aUodjLdeqTjDduokkAFp6C9T9qK4Ttf0HT72jPv68dPe7fmmCrvUQVW8i2HhRPcM3jMcJhm1oGSMg7o-5wRn-C4koVdV5D6-UjACndCQPQJUo2WBMOUENCnjoOPe_ff9Q_dG5YwPj2xGmMs78FYsmJVmqTw04eYHscQNNWdu3R4KC6YTrd-pSP8E6JzmrXUIVFTI3po5Ox2_U7D6NUC29zP_0Rw98EAyvlAaBVV8Wmyx00lynvZp5ePLvR3AjlE-tHdbxO6w7-ngrdeAkspvKuLTURjZDo14meOdaOJ_jy1QtO0xRMqrrRTdjObctbyTLTZ1FFnkdIXHA_JgRABoDSJrBygQfbOcM664FTlsJWFs7c3yPnIUtPRH7-GS91r9WI47oesWUasQs2XUuGXPmo-oVBc6i8yO0P4d8hhAkym_LQNPjFeFAJKEhgdEX2xChl1p1Iv9GaMUendf_6NkLm1DSsn5kEAAhRNedZv9WzPwq_FKuBpOmEUqKJSSxHVuiTYEkt4hDkw3k0DuUjt1EzISJGbeN2z-DyS2cCTakPZ90o40tYGlA7QP-pqjbSgLEDWy3nLZcKE9q_6UopZrwaxBCJnq5SUSHnwMz3Gb2sBogbv6lzXcmX7Ne0HRwzYlFX_TA3u8EskU2F74A4TJkkrq7y-PIKkJmHSoYqRykXrsf09VvnqjddonoAv8jO_y7hmy21s5gdGnP-z-VA4c51lCVQhSCYDjWnCc7NNVXVmra274-BvIFJZbhJOJDRDBlBD_axHfalVS9MkUH5X4jzrLlvuzKMYlJyJJ03AAknc9nOsT-FvUTUX0oWvUBsuYCCKQNY8ctUyEzaGZomb7j26Fp71laDrb8kks3VSHHJKG8mdBjDc8ZUeBbOx7b73YXilklLHMJbszsL_hhgKBrFDdmlMWWbdm2lpImCFcgnTFgX6M_4LsNCrjlgpJRzxKam-yQRK4dxTgecGrkRGXDJoMMaNRsvfU6Jtbkx81xAbcDRnp9Gcq_zkqQoQKUClaoBFzgZTO4MQZbzGGRGdTDkga9LicsEeY726UWs23WZS26nf52YygtYW4bFOgxBsnBnz8AJyzYpkl7_HJpLS2dwuYIB5rIDyP1JZd7pz8w-_1ut_ISXEkpiJdROG6hcZUfchpis4S_cDS0yyBn-r-lZEETeKgBdjlskmpkIzopLutmSWwzq2BwCLmYod_YXcRJLgaoLL_-CCbjlbOCVeBbV1iuhMn2N2xdkQdVyuKaPdwoKhpsqNsYN7zc844va2eZJ4O2uMAtZ-slcDd7xFec2RSct1BMPyvxFXu1bUCUQRvC7KgyLbBgDgqRUxlq49cRax5X1e0xOXLCohdzpGlYluagD_Gou-Go_qQSnKRbOFChne1qXEnm_BBQ6_0JZEgHgDua4SS4tc6RCk2tfHSR7lW4uxJdr2_WJTeXSNSw-MNREkLZNLhO1OIcF3HwXsHVyKNq0gr-oyWZ8eTKhvk8mImQyhtIOJvRy9TB1c3b8PQm_Wxo5-85RQRsvLRWThq-8MKnPrgf3A4PqMxnG9Db0rqa7nemJMcBkymzbwHh-Cql6dKnGGY7hlpYHtzGhrfCIx7u0d0sRQ2wr8QlrptfVK7XtXl-zgebrwfnspuHcBidvpqn2XnEfpMI1VTpzv8QEk0fQkkns3ki6R71Ngqcfg5MtoKtXZDFPvMwCwdTSIUdfrBuXndbsyIunZrU_gIQQ4dx4d3mXR8pGSLtLAE4VzZhWGIwxw0jUknodSFh62-gTS3WsIi35lFXDt7FgX7Xg98Aid_EF2sCqvPkliz_bhDR0BV8RC_RPppii5Vrbaks7o9MsMRmk6tB1ANIi0WK7l3UDxDaxsCr9SXStZzi8UNtu8AOGP0DwQM12w9PrVWClBA4G2hvKPu_uELnCPEa8YNiLIaRfj5GYjaXppAwsI_7o-kpjaVl5qXoRrd6m6EpdJ3w0zOCPHW09XZkp_UvurdhiWd9vhh78EGyTiVfVBlHgNCHUfd_sdvtc8RbVzkwg==","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f8587048193b608ef8fba47b58c","index":11},{"type":"reasoning.summary","summary":"**Constructing the wall structure**\n\nI'm thinking about filling gaps in the logs while ensuring they're visible. I want to use \"WallShadow\" material to create a dark brown cube that will close the wall. I’ll position it at (0,1,2.35) with dimensions 5.8, 4.8, and 3.0. Then, for the logs, I might add darker circular discs at the front to enhance the look, although that might not be necessary. For the roof, I need sloped panels with specific dimensions and proper angles. I should also consider rotating them around Y to align with the structure.**Finalizing the roof structure**\n\nI need to determine the local x-axis slope for the cube, particularly for the right panel that extends from the ridge to the eave. I'll rotate around the Y-axis, calculating the angle with theta = atan(1.6/3.8) which equals about 0.399. The right panel will be located at (1.9,1,4.8) with a scale length of 4.12. I should create a gable façade with triangular planes at specific Y positions. Using wood material could give it a nice finish, and I can consider decorative trim as well!","format":"openai-responses-v1","index":12},{"type":"reasoning.encrypted","data":"gAAAAABqWS-Phb-DmqZTut2htIJWfC4u4wIAqTpKd8zpAMOIKY9u04_uvfNfWjW7kJxqX5LiUxFJFXCjpjALv9Y5GmcM4YvCR8_tzUk0m0dvWnT27HSVdJ-JG-sLSRGjW-H6MCfILkwcuhLP9AhgLMxLJHRwDHeshW4ruDJmYKBaC8Y5gg4RBSvYaiwA9Nar-_P1NIFZNdNRPWAO2M18tf4bDAu3sOsvPtr6jHmuYXNRsSWdAmiLCtqSnjcuQyj81Yhe2G2qcQxcJDvkPey7hfxvtS3W5SF9i2awPxBtFCvVz1j3wrAn54wiSa6vW4cqeZg_nhBpQWKAAJaOcc0SOXe05KEtGeTQzfj4A0udWfONpH8NggnotRt7mvwmVWBLi8yU24m1-GWCsCf-2kqz2PoVqSSlAbZTfkbzcfQw8Duxzy15fVQ4Z8sf4B2g1jMWfM-hri-DfLNw6yfnEWbm888DQEDhd4Q9tJ-MOc_9qW98FtbKSTrUY6MdlbPL6PzFO3H0b4k7HWGC8xmiLYy_vnLECZ92FZza2tVEPH98cHYEqbCFDx0XzIi0kzMZWBZOva2lRYRXQEtO0oJYt6iYbfS7kyDIxr-tnAWhRlOrbXUNgcIBRVD6aIewxtAwKIkYzZYrErUD6gzqCFtSGjML_TQBaBgrnoVilBTD7Gjq3GjLx9yda-dOYEtYqkdDWSf9aDeD231OCGVYMZs_PfNwv8_JLngVfr5YrujM5RQtUrzP0t-bJG9hQXD6AHc04KeihRNArwgLoZXR1MFa3gLi8to0T6wmz5xRrINRxBimaxlFHcVkqrs2as2APyFUD_3MrYZu0k59RNcllXgAw2MFbd0WQi-FTrKwQ4rDCdn8CqP6ZmvTkM4g5xbwhI1ef6mjVjlF2gvOFf6A0qe3rvxEQw9PfDfaBl6dJ4T8kHApYyk8DkQKqIypFD0G_B1PrzHYnAGihvu7ad5met3_vIwXYOQb6DAjH07bxdvR9lk8UVxUii4pqs8-uOcF5uAG_osbAPTf-fi5s4tpuH3UpXNr-CWpskrrcwsQsWNfQIh15dmUIIn4aoP7V10j9t-HUe1H6s03jh5OZWAc05odGyJwWgRKShAYZm06MTfhhPKH7bvo6rUu8cXayE9R6HnIwutuPsTrNjxWtCBg-l7OZklrG1uBGn9vWY6Iz991nGsI-udAyOT4xUDOHOwdsRTr-tCRQCxcrum__sxyA2VqhZegv4K8fHI9nY6FVLvANZ2CYhzMGoXKLqAn-ONgFEhjpLy_9qrF4rNbRiaZPKMKsa1Dh_m0rfPX2Y-TS9wDXO85kyC_sjTGWOpwBj9M3JJn6VtHFxunnuz0N7tGA3U94Co7AMCGsY52MvG7K41-azc6GI-J1OkdsvmmYaKZxeyuuiWQtgFSbk8R4nHYRbXxQEM4lNpYj6DN8p3NMJTDl0iUmAbqU7uMDHrgZlkc59oCJDM1mzrW5e5279SJGBg-KcSSsmYmqX2Dp-4ngVBsajYdP6aUmerf0tlc9p_OFXFttlQnSdIU_uigX25nG-VzjrSA_VkxRfnrRcvTnL7LS8kY5W8Uav4HopsP9Fk43lpKF5qlSiYjfAp4CRq3I-sKWXR_J54yxWVUW0-g6RXjOtO5c6L_Bb5fRmG7gUenmpIvsuCR-gkjYzydFN1741AAxvdh3mM_XZoHZjagJZ1ZkYUYhEld2MteQ8QG3T5laskae89_pGBH2Z3B_BE9dBSdxsb_uD6gT9UcOrjlXa269hcfXIOYWjHDX0yi_EvQYczIvYhdt0f3BNeL1mH4I9MIu5LmzL8nJj15SnKSxuKcmwmEan5B4b9C7rN7Z6EBHLCKdkxhNRkgDxnoFdMWeZn4BLAwB9HsQ62fvKqP0Ktvpj5SCSGdY1LUCEN6leU3B_58Gx-2Wq_c-seUR7n3mlL8XkFj2fe4rL6AtVsh5n5lZz-_kKiKhpuJGd0EIR3w_w3h6BhsqTu8f-s0z5ASp_-evd8i6cA6OA4Mtt3KgtWLX8NcfWMAq30_51VFSdWDdmV9msGToIaG4odtPPcM1KKnkhLC1Iz-84QJlSz3-Pr9MddaCx3QnsEmXxBJPEi_0yXSIfznd1kf0KEpOcUc4a0uaMOFAEdJKZcBryh-b2AUQlzrdqWRYqjNxQzLfuKFBzrclp67ZfmObhIhF9AMtWuPsOa5zyj_sF2IHGuHAwibyC4d6_H-A4SxQjUMFUhulILWqUIAe0pHu651eHoN1KIFy30UW6Hn_rVNUIPLNUuc4wIy9vnWPWiOi5JOTYxKa_DJbbMjh6zLLHrKQJJYlNr4s4AW_RyYbOS5jMMVSUJ2BjrjYEu6MrUGOznkDkLghbfuZDYl4VViOSo_c7aEWtbRZ_sVO-UWUfRe6SRJGJHWAu7aH5rzcQ5GOv4UwjKzDXE4u4d_Zz8ciUPtxOG_Zvx_prRAZ-N0YLHv8xWSX9b2BkjuY-zdkMSwb0xdWWQRktuTjfDa1ONtsiFsH8bksgt1KmbXRnOVOEOwhV30NrsuJs-ThPo-EGWYGVtNwppIyXi5R9dEVwu597Tb6CUAcWh4Wdxoa_x3eGIbP2w4qGfUW-2tkJ2edMPJc5sTpo3IS7sPzNB6W00md8eNl4PV1S9QiD49h-pB4E8OeF62MIxH0pMTDw6HDYQ7sZKSJBhIvBWW2rv_rlNoyBBtI8Z-yyKVf8eR9LO3ZiuXFpayYxEM64lDjdoVE5prXmpXSqtR4BpsBshS747IkSwB4r-icjMBd8ePGzLET481_beQZajEKZqFPPyed0OMy4ipK_knDxfAUgZb1IzcGG4YuvheTaccSLZl6KfMY43VdQotxeiJz1_GbgRepp-BjSjd0Xo6lff4I0MCVm8cXO63tKStR1fmvx4YSQFL5zbONScR4OAQJclZIGPvPIGkMHE723P96TzWkxeReqs2r7gIQiFurq7Gqd_ALvtCCfms0B-FjTAYlIY5NA2YDpYXMwxmge6zdKwfdaigQrWsiZB7jdzdvYZinbdgNwswvhnQmwbnGHAoJpFfAyfAWrhEwGGpkLPU_SCojSleaJ8DMzHULsZbWOx3D-eiMBxgS-2dGDlGmFfyDxEufoZqRypuRlGtO8whpn5W4cAWjVQD7C4IAF6UcNnHwUcCZPwQN4GfLnJuvZs0A-KNdLvXaK7Llx0jzQwZ0YNjDs08J1yATGPNu6UQD22Ja3f_CSjX-vNZ-zCJOmM9PU7qbxm5A0a86YzDdFjXfca_1LFjbNFuQiuDwl-YN7MGP9d5t1MQ--NlQz99_A1hE0Jlb3YhvbDbZpF98pQFMhJP1BR0UUSfiPoqegIj","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f8a1554819395e9face39f94460","index":13},{"type":"reasoning.summary","summary":"**Visualizing roof design**\n\nI’m considering a roof design using thin cubes aligned in rows along the x-axis, possibly making the base panels dark brown. If I create 6 horizontal layers, I’m thinking about using cubes with dimensions around 0.08. For a shingle appearance, I could flatten cubes into individual tiles and arrange them along the slope. The overall roof length is 4.12 with a width of 6.2, allowing for a patterned layout with 7 rows. Each tile would alternate in color to enhance visibility.**Designing roof and chimney**\n\nI'm figuring out the panel alignment along the local x-axis, using an offset from the center. For the right side, the center is at local x=0, with a world position about 1.9. I’m calculating the rows using a specific formula. It might be helpful to add a slight y offset for the strips. Small edge strips at the eaves and ridge could utilize cylinders, and fascia beams made from logs or cubes might work too. The chimney will be a central dark cube surrounded by stone blocks. There will be multiple stone courses around the shaft.**Simplifying chimney design**\n\nI’m thinking of creating a single cube shaft for the chimney using a stone material and beveling the edges. Then, I could overlay varied rectangular stone blocks on the front at y=1.45. This approach simplifies the design while still providing a nice textured look. I wonder how the blocks will fit together during the overlay process—hopefully, it ends up looking nice and cohesive! I’ll have to visualize that to see how it turns out.","format":"openai-responses-v1","index":14},{"type":"reasoning.encrypted","data":"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","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f8f85bc819394210e8c63b6337c","index":15},{"type":"reasoning.summary","summary":"**Designing the dock structure**\n\nI’m figuring out the angles and positions for the dock. I found that the angle is positive at around 0.412. I think I should position the panel centers at specific coordinates. I’m adding a fascia beam at the front, and considering the placements of cubes for steps. The dock needs to be wide and well-supported, with beams and planks organized at different heights. I’m also visualizing cylindrical posts and perhaps a small ladder, keeping everything functional and aesthetically pleasing.**Creating tree structures**\n\nI'm working on designing pine trees using a helper function to create them. For the trunk, I’m thinking of a cylinder with a radius of .22 scaled with a dark brown color. The cones will have various sizes; one will be larger at 1.5 for the top and smaller further down, with specific depths. I plan to create about seven trees to make them look large enough, and I’ll vary the materials for each tier. I'll place them strategically without making it too dense, possibly adding one deciduous tree for diversity.","format":"openai-responses-v1","index":16},{"type":"reasoning.encrypted","data":"gAAAAABqWS-h6NWB-klOJJ94E5guFH_lD1JMsvYpNim8KLD3odYXkOBNnGPGaWNKwVjjhhc5KnTZsNYA1sMb6ng6zkKgC0DoeCAnbGN4KHHVkAGz1FoKQDRGePaitnh0iXugCHwj9vpngrOAXZsSnllfmjKb7H6eCjThRpU8po4Jz2iwp6IF9L0aQMQB0YPZESj8vbkCjE76IEemhUtlaNgjqu_YJew_Ju2IjxZ7LdLP5a1Kn-7SKlGyGiDSmoAj-jaiHjGcj1cI1bH3sV26VfVOe_XWrUsKdPXZpiNep6GqL-QOEuAdnZloijdbnd4IYot_GtU6ArspgM-3PumbAUbLQH2MumHc2zdPp1VNsa4hTyqG-ioV5PcNZ4Wf2ZCOss4x2gfKPFzI-23Bucpaf85Xl2-B6F1qI1TtWqSOJjrNbwEUyQ2e2PL2KjsrbIHT9jDIZqfBOuRdqc0CyZNdl9B6aT-pmHBa_qjH1b48QfFPUk83KE9l-FkRDsDzKyWWm_GPY1yqc4nyz4ZhoIRCLjMx5LCPaGt2RtarGMfgJYeBr58xdtVfgb_WmhKOku0umB57Lj8__jhQQ01a445gcVR0LKg0RhSz4toeeqtTe5fWfDT-KDKXhoCzmIUWL3z-XVvJbnDlJhDz2DmolitG6Ihqz4SYLF0OZT_ZQzGOQRzXXfKR8uy0OMXZdQDK8cwxgQueYangxsDoKUj3BLzjmQCTYhAxtYgfNazvHEd5iAKH_fTOH0IJySCT5G_7-1cguJrLPjt9f2ioEMDAidiQOm9S67RLsbGn7eDTbullM2uiIeto8U2DpVT8H0ROjLTcc5GpenUs9aj8g-FVvci9FcaOgNpAWo4s5VZHMQArVpdFZbnekg0QF21EWB-ciuVaMzycJIzN3AU7PT-PIW16zF4fme0IkElHqIC0urFFz7Q5AdKP79e-2qmPp3ldXaeiLRpAPSTIKEGsjahEAtKQt5pBrdSB4dO0_UAnOqpd8tLcl6fjdyhCiBIgUM9yWcNn_pQ4JBdbZRlK9fFYNqRZMCQ3oehUsLhl-CU0GCw4UA_dLrb10IQd7FzSCRoBDeSlE85AOUpthpRGFIPOOl2YfDqy5QxE4XTbaLXPDmzfXKcdPeA1w8hiJ5TCRMkc6_6QE6-M7Z-7YFQ0-aBgMOz_MCWFXj6AvSzhCLtUyQAwPZCZOqQ8_8xzcrvUZVvNQcr8xP7tsnXRQDDnyel_V_Y1C8aQdoeh5wQQxUovc369y9FbbyNWUuLHnQb26iIRlA5ZVFDuqQddtepUtLd9qA_hXjkW536XJRRnL-P7_enaUo-u6bXnFVOcmjihWGuS--78zohLE9eKq5f5YyGL8_dfFX-OYeEnUTIbgoGhZCu9iysL79AVLsCVZgFhzmDWe5yQjIaZlTQ5bxfvyRTCytNCI6t2Jh_nNW18Vuusyj19zLWogVQufUBf8Y_nFvQGAw65DMGPqStFMBQAG_oX1bU75RVyJ5BQVTkSCOo4HaOHBvcWkYuhlTuM9OQrO3uCVIGELMDkL9Pz3DoR0vZBt_g2j6mr6g3VhVt5hFlTuOZ6P3zrgIDIbNzEXT-J7ykwpTEmiSTTrpAK1hihhTQRJkKFmVI7xUxwwu8s0H1kGgqyXcvCfBPEyBVsk_-kH_OShsghPbua4UqgIrdogRneT2-0NEdvljZLehkKSNPPynpdStHM6vVrA1UH2V4BGPAVtdMlRo_6L4PLkHLqPbZ-j-QAceIqP8-_bUILx5_vmoxdPk0BY_U0M7sLdNrjwwsWNFBrQ5OyXV-9pLUK2KaP6Wijb3YThQv4N1va1-wMJbGi2vi3plH4Is6lf_BYmOReoh7g4cWP7XHyD9MZhzjn14p6VEMMuHhP54aRP8If7weI4tz6p4vRcv3xLSOjMUxMIrFtoEUKd9FuHll7psTzSBNyY7HmZ1K59--DqPWNKzfBYCcLitT5fGS-7aHcLPhUzqmBDufqSMlsN9F9CjISmBJiBAf9SmOE4tfSbIFOHR5lU-wmKW5Xznh8VT_CsA8MnSn0V0jPOzq40tBpTQ8x9fGARs7qBoajE4z95SRRY2Dk4KL4CVs31cWLC6Tt5yorlYTzUudwecggiKalyZioKSusi_LRlg21alI9-9Kz2eEsxTtmskNFzWFoWicq90EM-8c0doQoPP3_mm43giSysXFNcsbBZRDqFPkp5Noh2QxkTNlKQRjL2p1YzntdTfvl40SU0RS3Vjm9CU135T9JpHAXRJULTiEut6lNLDx3WKEqgtfFcvcQwxzy37RIOub_WuV0oolmF-XIR1Ftvw34gSlMi7OvDc3MlwUteQb2Lg_YoTvXWyl5PYmDbc1MRcaY2CiYOp-OVKghYdlW9Iimyp0BBk7_IZ7s7s1M2upX1uHUjoT8bEXjjCv83PgKYMcoaP7sIa4-STIoWNDM5-khDwJFP83zfKpLzSdwoMmZXyJYL1qiILswtoGyi-ZGByH6aG259VLkFdoY0NYQyZpfs90xnt_eXyMJfiux8cGeVml675acK0FH7LuV5onHEQxRF7dAuDWK1E0pzMOdWn8uyfMosjckkW5BHC826AZl-ow2aX3lXJNOlsK-KjsYVuNFhXg4sVmtNfFo2h2HkJEy0F9SUddV-b4bbwq1WE2PDl7_EbvPFTkoxcng73gy-wU9dOD7I3QsVWBZuhJdREKbnBZIUHd1oeLJV93ELKT9n5zAawNtdeWPJfa_ep4QR0oPyvNBhw5vvxZrX74tvvBb9UwjWYK92J6JsTLIXQZg4gH9cPP2x7Wp4T9P8X0dBWo9EAG9aYHhBx7QmqIb1DqP61YUmSbOknFYyRhfMST327DsbMJtS_AlUytn8xC63pvSrZf-v69g4TDxTWGEVCZ0pp70jVM00OEwi4kmXzM4YcAK_2ekA529oSXkYdmVl71FDkGcOYkmNGtXRdTc8LAzWwcdfYdrL37qya8Jpg==","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592f9b28c08193b3ffc08f63b53862","index":17},{"type":"reasoning.summary","summary":"**Rendering details for scene**\n\nI'm considering how to enhance my scene. For the lanterns, I can add emissive materials and actual point lights to create a warm glow, maybe using a glass cube at certain coordinates. The window glow might use an amber emission color with strength set around 2.\n\nI should also add some tufts of flowers or reeds at the pond edge, and think about placing stepping stones near the cabin. Finally, I'll plan a test render for the scene using Cycles.**Setting up render engine**\n\nI'm thinking about testing my scene using the Blender EEVEE NEXT for a quick preview, as the developer suggests, but I also need to validate it in Cycles for final rendering. I might render at 700x700 pixels and expect it to take around 2-3 minutes on the CPU. I’ll first try the quick render with EEVEE for speed and then ensure the final settings are done in Cycles, as instructed.","format":"openai-responses-v1","index":18},{"type":"reasoning.encrypted","data":"gAAAAABqWS-nKk15GjVbNEi7lZ4yXZc4pFZfv-UYQcDjPuyEeqWuWAbZVzDp3TjKVcr01BAzqleCL_8dLUVOYg39qP44rpofgHTxqZinplbekaCYTLleb65a1MTasvXRv9MFXiQMHUme5qLLx1l_NMsradKg4AuWmHfYkyg1V0DooQZ8Tkm6MsRUf0NEfNXOMSNLEc-X_zDSCrakKCvzypml82wRyQW4wCzqlcWsLHGTcDIgN1xCzmZOJwmZXBFKkZp9rUjuLLfsx8_cCT9Xz_w5xqnpDgh1R4jEPGEYnuwAL-Sp1nNjtwe2oLC4DXLu2SSwvWWfBJYXAqYpupbJbRJ6Q7D_ylwkK1J8i11GThPX5joCRUG-7qFBLKst5BDYZkuJkoYvR4wwZHbvyUNwfIo2FIMMDcCTxhCduesb7t8nbZ4MRRx5zXjCNG_6IROtBdYkKhevOKh6tWW_UKcZjx8NsD9OGc86VnpiAD4oHhgg8xKlkrQReuIxcWDGCDHb-fH54Mn-SHqRlr4ptasXZYORiv_WCPUYAZc0cXpfGX7JcwdSyvTbBkTnJ335qJM3K0lkWBsJVeq5TpGLb3OwWqfVSX72Zur13GgPIPwtSUSbR66EwCuNIHA45NDwOUCxWf28zkcVoxgCgeQ9tLWK30Lz1YlSbAgoYHyVpBw1-uFpfoG-AtiHvcYQuU1PMJiOgwrQctK2PRsXVPe68ccc7-6QODm9wB0AkQ8xscOL0XOmRafFe56vUV1gG3QEe1uCpvBwXjPPy2IGurNg-nRdO9qMih1A66Wj3zMZd_T8w-IHrbwiarLsNlhn7yKBn574C-drIW0Or_PxOsHzBodBVNMdTiJIGHAmu5FBdN56gNymlKZ0YEWIOuOzmHOHAUpl68vJseQhmwM0VcfQsOs3htxai6vU3m8CRpZg2jilnNiizwzaU6mQKOEqQgTqfVIvx0MU6CriIKTKawiKQgkBv0NhFn_hJs1OfBkavCAPxoaD7KbGCUcNTr7ET-zyLxwMU7imkK8m_7DozM3T658cFHF2glxOIqOb8m8Xde2go1Lq9VHQRMyLNpk6NZW7OX4FqyflGUq_IUY3FCGSPhrZnFl5SmamTMfzncoAhrDigdUYdf3Ok8spwNGgif8OTBK9ONKmkYsXOjh0Tr8NhCxtJ-fcXycGtFDtzZXuN1-wP3vitIdX2NI7Ut_tJyshDqe6_plmuO4AUaS-Ez6OQRE8HGPXn7GgGoijKFaigXM09qWciuEUQAl-pLUooC_0mpZNV61vZu8danJ75yi2v0Q6oSmOynYfouK1DnuCrGCI7X5hgzVA5vt2u0THDcUV36c_1ioZU0nB5wnUbD7QCfGgUGniuDcp8APTQHXYsGgDM4274IsgrHeOB-yOaVgH2E2mU2_uJh98ledSc6f6CfzIOnMMjNQDHryo5TSbK2d7y-oaC9aTAP3ojPxGVC7kAxuF6fXH18dIDccat-396tWY_F-1A7OqVHMRFuNaP72Ig4aQwVgl2-irYtFTyPhynFXUqSHUfRIPT7j6VigdttuDjys-16mJ71PUOSd6NEr-VUL0iAQyRDlgOYGpcqxRZ-_GBKrZ8-adlAsuFOkr2QyRHvX9cNOAbEsHQj5N1C_i3iTog1ukqjAdTar-uq4VWL5SyVJZSVIiQEYm1N0tp0Nrgv_8Wn4ySxd4B_Oz-6uc3NlQq11G8kKkwP4W95KQKTo8TtjRhMOBjZdp2FpLFYncn3SM1QXbJG1iCLB5zq9PFFHD0OvyDgqE3xob6fTI2SxteVffXdnWnbTIu3hbGRihIbK8a47yHnnd2MXkQwAJfAd9Ail0anLBLtieWTzQz5h-EQxMf4T354Woi-tKihkGdOcfd4qMUvGB0K_Ais4Bb42R5zBr5HPAh3mPAAtQHbUfsPk5gRE5aJXNUVlgNT2dNd9XPllMNXOfg3Lr7gvoi3HWYOFDn-uQrjZz8WWWFldKqYQ9OjpHX79xj2ZjwVO_sI1biVpS4uprbzBd5U0T7sKyPz5f-wIrkY2sewDAj5LbpK7QLG3E5v0tqGZFzEMw_v3CqkOk3c8E2FHjTnQL-tOUr2LNQshpT1Y2qYtb4HTWXKTQaJiLtigrQwwbsHDjSoKpMNrZkLNokCl-pZSDZ9ZoOzpHvRwOw8PrbBFQqV6HcImXAMMfHqkJz6FXZjWSneRVVHU7FyUXcz1No3_Y76h5l879jqCN5CGjT07YBVukWnTTnGEzk6u2bqDepJ-VPBBIKdB_oARc8ptaEbR-dxNfzBC8WgjsLk9Y4IeYgBlPIbTCMivBf8jZQ8Tph6QOJfB_ofiPUX5W3NsEygciVZgcoHdX8MbPO--HgqBAwU2XEV7iKxMAkkr5PTUXJ7MyrFSjhzUJl0dzSigdMh5U6QLfS89AjMx9vL-3edv6C3jnCsnRYjyUrpONbN0-waMe_PvH4QHYNnxukamAxckE6woggohe5t2QcHpMtMu1tnNSd-8tFUuoD3bDPblaUgH6A9mi9mi31AXE-SCjctlqHaILUb75Uph6bgzf56LxBnkhxuH3XLSRAehF42uotMhaBgIt29H2c4OUACH2VFfDJYaZpxxVtw5M4vYpEhTijo6fE_32KEZLK7Qo3QefVCatLc7uCSv4CgmG3TjwOjelNbt8tasVxLqw61NXOve6YtUvjUQB7UHVb5Bt9gW9TNG6_wjdUpCxLlruGqIuVu-gq8pHlVBk6NMBY_iXMHgeKhqCzn_9Ytu_8gDqvsemABKJNsurwKM7FFc0b65eGKBTZAHfJaqPf05j6fH0CEkwn_z8e_LdzKgUTQjyEUhDDvSIm3RKcnXbnpQEjIUfAYQLK15UzMXFr7gLkLldujTPjaCJnjO0PK9akXJmidCDPjny1fHqCoUZ7QTXcUwVhabl_2G-uHUhuXvMIu6m5BGpGtVoMZ5b4tB-s9aZtj-iWGplB_l9mlescby_HN1o0I6ZIEKwXBMwD1v1KKTDTKrTzfpA1fbi1bj3IySe7Sf7OcjmdfDYjFJKV5IsBMY4548yeo53A9jvXq5zWjskKlbArY6s1ixFvGVJGlvyInEUujbVgxdujEzHS8cTPPdhw8a0yX27AIIvP_ctgHznaHkRVu58G2TYPSSMfuALmWELXJoAAIDuzXVcGciRe5SHY5NWkC_GP_YYntsMySXRJf5tsXZIpIXw3MZMjtdm2RJ_FH1mIrIPTGllzNnCFF4VtskcsPNYFmVtQdMJiaG8iYoysrxozZpQUSQBpmdYMClYy86gc0owRYdYZlMD4u9Pm-is_q4cn7ezP6OMhlilzkglPZHYefpeYKoE3WEGVIpbi4WBPaulGUHjdopa8DKjkeSNXEALbsB4a4WyBhZNWLQkxxoHl2MOyJsen0fF1A4TR1t6Cz_tHAaDUyXlwy5a1kVaPFCbDl18ArMfWZtjA7yZYQ5Tb2KrqMHckPczpOsMdpcrFHNyyI7AVi_W6ZCGq6xG3CCgD9_ofgtJJIEdEYKP71pbHIMCq0LtxOHLo-mpNZkEpQaYgqE0Ymg2EmU6_U6R90p3sEw81cOIaazkJM-8bPEBG0BGenhdCc0m9ghaqdfm8MHFccssu3GDaZ7kK3rp37L1X1AZLMtcJUgm4AlOfNYhjdze0F4valT4scfL41p6VVFXoKcXvGYshzOyuZel2NsesoYf4EkI3hf8gC7D3XejbR51_lnZbp24_M-UIQie9VYxU3XHPVDh28i99tmii9TizjPQpahTHafZLPti0AxFi3ZAuhNiVPArsOS_nemwfp-TsmCYUPdtVXxShaPVDR_3ucX0ePjxq3Tu5A98vtrcaLXkYHCE8tkX_-1sj5ZuC9-yJYFQKHx2C8Y6pTA1IM9IBEZPekiiENNR6kdDy5_LKHEi-C-_FFGla2JvQilGnaCyvTvXg4FPEyysnppRhE9CTq6Noq00qzDnFc1NsaacQ95EQVlNPyQZgAAAAABqWS-otqIrxOwJy_E2pjw6BABPB3aM0cNBFKboWO6CTKobrJMEJmfPpHPA8u2wCfZkOFtRSB4NO3mDvsGE-HJezkf61gGcExiHLhyzU6KsrdUyjfpzs7ZOqxH5hWnNNey1ex1UvCYtInmyfoj1xZO4ubjTa0h1o-LBRyqXil6TGYdcWzeRdLSH2LQVRaZkLZ49UL2BrbKQ4Tq9R6CXHW08qGMSYO_FtQy_cDuax1PjMmaeTYF3W8uOzp8UJl-IUPLOO-5kQ-WwusSJZeO7rUjVjfpayIPCrXrqIOEaMlujJGdwWMlS_ldov5WCq4o9b6inlbp1wi5gHSWSgjL-gRAED5CAPBzcBchMwWxBQIfOrF3DstG2HersC_e6SIDyeQYMcUJbEl62gKb8sAraGw27Tau6DKdPXdSB9LAU2Czw3m9TcRSJXQkNLJKN3lfwXEhmTYD-unnvdMYYZ8aldZWv_1dBJxB1k7jl7sY56_pLHv6vnz8Ui_4ZsgAvV62N_9M82OfqY85643j47eqE5UdP3D2wCDB6at1-IC071nkokcAYDzuanY2BhJTsjke7GDCSbvv9NDF3WO0-5W-3XSxfvjfEB3qlZ0C6c4fnMQu4a7fY3Uud6SCf1zXyuZ4NGNn5Y0IOFzLQE7SS98-08sRODGkYht_WOH6XiJeftlerx02_JsuGlt9tpsLSWCUhyFKlYYGVahqRB1LmMGfxIF0VfmKNAVUvjDNg4KXSezWLARK7SlL5UHHxQgds-FK5lj1SnLwagzuYixRIF8S4S5NDjZKDbjjOHgA6fGRZudolWdLSFMEA31XpvAt8mROLRRccEfDhrBoT3l2RAQwfnQiCfWSmUTkhW5I4cVqwzy174ENJVswCeBZoR7vR8oA7DDXiv9xhqp6M_wT1P8T32vWvGKcxWQQgco9VP1eMxLgY5NJk95mm73t--_zSWIjf71pjLF9QuQiLhulpdD8fpdUuGI9HfiNoky9ylGsUcTJu6XKxT96cRW8C-BOt2OtyunQQYdqdmZhj5lAd4RpnGLdhU34JRq5QE2FSkAwmZhtoyQzYSgnVU5IPodotmwTLwF2jE_ahbkKMeM2LFkEIEpZJAGkFG03UpTFNa2w6omiHqSIxDCdk8cDiKji1njYDzTMxOpG5LDPxpWkxFh_XyfChdEKNGnZUdVyKBUq5PNSiyo77ixgICD9cVFb1wveuQHpa1xv4rdfz_8ln0XyFY1R3UOcqXZs7UDo7QLijzCdFDE4U5yJ0_a8iuKP4FF1XPB-JocLtCejvMW4nt1kfsBfHt5DNtIxVr1bElt1DztrXhIOKlyu6hTdXrrJn-zr32BVgHlIOvbze69BRjHAoeQBR0eJljtwcyFZgrxPev5lR7mnHrYXleNy19iUgXQVHX0spgikLnWpWSfFmYjdX9IxjDkOlU6sZMJD7v4XKeTdKLdRbAQsr8OCoJFWGGnNDzf_bfKm7UtuICecx5SY9ji7L30JU__kfb7Atar4W7wqziX9ba5VDCGwMZOQPh-I_CZvSPW0RiyMRxQg1xplaGTfvlAe2ZH8mlN2c2T1hnXyPRuKqW2ewNeR5fPxxUkwqya2q4ONlJXT-N_Gn5XEwQVHDC0eRjBQMV0XlObmx-JmoK4HGHFgVpxEtNDEcsWUtdRtcu6U11Zoal6V2kcWcqrjgUQmC_KM4zS91ODIBqYgMtcgYlmC-SKW1h1GNe9vjZYqfN3QnExq9vM6ddJrrsgPj1h8rfyknCJUJSqvuvT-ygIh4tSW-Ca_EE3p5Nd0gL12-K1p8Us1RVChaqa7tg9AObx_84sWc1kSPC66BA12zyg8hMOh5xEOygp7X842PuOD6UFGzFLxRnB8RId3Tk8gm674qe8Pjx980Wof9ewVB121qFfVlcZatfJmKTrguqfu5JOvGIIekF-bCU_0Tew2ZKH2eT6_Wdm5qQcwsNzxYPEigUaK24MVg2RsO96a53e2v5x4iBm7XRKfivzm8TVpwvhMO7y8loDfZb4MAm6ayBfy49jK88WqTPYPj4Neyx0nbFI-tz4WQJv8EZKZnNmv6ukwQuwms0SQjndqBAVRjNzSj3JDPgmBx78OW7EWXBsh_vXn0d8Fzjr4bvCYxxAEW2rS_wkTwVJNBn3VC6uX_CjN3kOr8mGGCgImiAz1XB1pqpp7fnfalv4QwO8FkxV3KroN_3uPJL19wTNVgSzASq4JadXNnPUCQRxNdp3OURN6suJXvcSi7_Hi96suzkmthzbqURjL0-JDKG3mbT2sK25NHs4NaDY3vdyJjnzzy12ZZNMvFof2fB1DhRnuzm8Bt_lV9YSRCjESzfiukWauO-WMGox_HC9vK7_uHvrVIsuKrcDbphztdlD3rGiE0Sj6McSFMrFq-ESRvUU4rqvlwYmJ8IwPFhIV9YylkkcbzylZTK1tbj3Dz3uBkhTUswIyoq2NMthfm3wl7fr8vn_AeZFEGHN9843vj2K9mZYQusCocwBiZYmVzUbDQVkjfGLegO2QWAL22WGeYefjzNHR40j6vi7n2R7_gnSPoQAhsOfWPR2Mols6JPDJOcfeju4X5rDwCuAKtWFyy-DUX-Om3wa0Wix7ro8uFKl9jKbCIvzvTJ3I6-dp0v1hRHaiTJr2OuTmmsBrI_PymTKaOLO5ixofFgm_YcrJ9CYt8s4zSQwfxW65KQjhaFN7op982APm6R0Xj6XynDfTRlYAhNgL05SzQ6xfacHdEk5kfKEqy-bNUgUkgYXx7K-rkzForxpRndUbRiYNrWqyJ4LHOpRRSJKQgnm4lZdtvswu6RT8BPY7t4RzZTZtFL1NdzLMy26KndJoqBwuf_hDLcaETquY2nGRoHzRCLLihm8kfeIrnhCLgvDmKxIS1tT96fcZD130Es4wBf5R8IBFsQQQ7fNIlQwYcZocRhaWatpdMQIgGXh9AOcxkR7tepIOxnQk3lBBqyzQKfVXQWmvmbORUTnhtM0nzpjGTW-Yuqss4FS_X6CdBGn0SB7hy3a49dziW08EnMhUdkXxWyAGSFavpi-wRxnxmow2qwrL2UP9dfZXpUAJ8k61YWwhmoQuYNXq_XcfIbMptPZqsJu8AOLOO2jCaaEitGu8W7jMarYww7GW47GRMJBFhH1ES_aCy6MGEKLKGXYtrCziR4zG8OU7LtDFynf5gXcgXdZ0Uy8iel9ezNXHHJV_HQbwaxLfUvmeAxstHZ7VxNbo8ucK_uXgfTeQtvZL9XtIBgRURs6WJWYrq5p-hzAxfSO8BDFSH4rsP7msQvE9QoFlL6b3WPcJfgdz143t6r3Btd1T77X_c70YqfWEM2j3w95AOpXoMW-SDGtT5vUmMaiYvQUixIqjxahZVDwWOUEy2IvzmJPvOJdYrp9M7x7nubc5WTzE2s3hPsQNsnLddziLYjRHvofQsY37kXK7sWK4HX1dMItSwZl3v1iARPUbwi3IGu10zyKm2Q2cshoElXn2kgl6_53p2UcWPPTBTuzkMqyzUhcC2q2wlkL9QEgbu32KYD1TCGgbxVcR05qa5zvHwzIXD1aykD5ybQqDY4lsYfUYWI5D7YvozCfkkpWiGwU3brdRPTO-DEJR3g5tjsejyQdDom3DpDrTMFYFkF8q5A1qNMIhwIM3U-e1E6IcAZxwbfHlHyJP4Y2dhPsQhHktAdsvdMgQxqUHETkUgRnIzJZZeGcoTEsp-PUvZ2DNARjJoD8dkRRckO14CPWCw_ryrQXtcPx4xkzqwyOw5SKx7Y1B0Wt9ffsumNSDaOLUMsJUeEzJrgTzZ_fEqFsgCBHCfXgRaTjqR7KC7nGxEzjU=","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592fa128bc8193be97041771a11d51","index":19},{"type":"reasoning.summary","summary":"**Designing a scene layout**\n\nI'm thinking about how to set up a scene with a camera target helper. The function will adjust the object's rotation to face the target. For lighting, I plan on using a dark dusk background color with specific strength and a directional sun light. I’ll also add key areas with varied energy sources and a large plane for the ground, ensuring it looks good in a 360-degree view. The overall scene needs to feel cohesive and visually appealing!","format":"openai-responses-v1","index":20},{"type":"reasoning.encrypted","data":"gAAAAABqWS-vMWs83lp-qyC-ZzX_4tOPNwg_cdRQAYhUPznUrjawzSXhTjj7tX85beaZV9uXL1CQolfEsZvjb_JDpYFzx-8amsclYGkmdeyhR9pO3vrS4-cKjcsamke_AMtkEJYI7VipZwCNJ08fi6b9k1g1yQ6kXH-UTcs2CL3iiGZf0xD4BZEn9TkErI-mRSztQ-SO7XMFfNF_W9U7tY87Ue2QwR3elsLMFsmD_srveaVAUFjM9VtD6_Bi1KGAkRv_vRtt301or6spuLnYgv72mGqzBEvCgPl3mi4C38A1XKyvqHyd4_L3T3dfBFqb_arzU2GtD-ktLf5FjPr3bRZLsCoV-WIxzmVeB5c7G5jm3JBjCr8uOQd6h_NeGUs-l65xkEFCAZrHGX5XJ1J-mJu24gqXTd3oUarUvbYPzsXtWUyG3rwowH-3Bnfa5QLAEoNNPZtGsj7mktHMlPg8_rThRUhwyZrXQ0e29Vp1LKxQAfhiLT9QQzJjntKwpe05NHa-M7dzeXNS_fFcEL7QEu_uvv0Ta53aniNRGi1_iwlZbJmjn475ISGRaK42x-9DTjWque2wv0uW_Q2SSlWVTlFe5vMs9PaGHI_g1H-3hPpnFmjx26xpvK-l4oId645GhY21zqlnN5dH2iYnzpkEweT-jwcMGSJfJTa_P7nIlOZk_Lw1olG1mYgQTeQNIAMGA6VMbKzCndKadxOra4uw8zpYSD5skV-NvHOFus6s0AJUIMI4GuR-7Y8768DL-OkvW8-GNjmHP26xry_bgESfHUbkIBopEgm-r6-DMEeg3gpfV4-blljQmPC9uoexqVuFIbKhYBFY_odoPmjgSe4JM4uGkxI_yngVkt3hSRLod0pOm4CacRPe3h_8Ha9umRN5qBFIN3Pq9qPmPl4Qy_nKHrVTV-dCdLOsiWIXbfiOroMSMaTRc_6blP2HVmuMl4eRkkjG0Vs_tovIn3mjBAqq_0vTi6vM2768Nn3zo0nbHmXfmgVC1HwhDZVKD2zQGXF7aJn4fD94iLlSXdSK_pVuxv2ZHzy14eYUvJbPHiUg5D_goKAUaZ8XU4PcC0iafM5Y1bEJhsxjcccIX2IAEyli_FscvJpI2A5jqjAhXzxRrBi6i9n8SCbyjsYYT6mkJoUnAq_sP_RZBNue2SOWIXhL8ZWq1wknQJA-sX3WWUMfM_rX402Wyyg-RckqRwxt_dvNa4dFXHGrqAqZDH6sBlAc7BgMw-WUiUJrP0GOh2hDn09nMIB4ODkj9ncLQsjqYaV3bvoSVyC82XLlWqWGPn1LCCd_TJJOaujn_FpyCQXJqTNSosaA6ea33KFIVXR6CTJjUBO4ntcSiJQBqo9evorFqu7qk8RXnQx-S9tVT4fqtUJcw8yLf584UZE686tpck7yPVfqWp7vV13OdrO4zfN6WFZEyzCqqC-mcM8EX3t8wBnqssmsTh1Jb9C1nL6iMNNBgzk33K4-dfmHv3YJZHG6jsKx5iWaWYJlOmjNOPqVJcwhrsDdf-rQfR-MfgqZBRNL0JN_90mTo5dzGBay5t_V8-PPK8DwIxgPnNwMU1n2tLEcyqauxqlBIcw1XuC3iYh_CpW9SKweACXEOQlNBk02xcy0vopiY0qI_bUxV3lffjr14qbYsFhJi-Ns6EGDvqPEhq1dGtpZIQnG-HDYACFsbMlVpGUFMdxfh0q31N3-kEBsuJMPJSC_C0wavw0CIwd3TogENggpXe6E6QQr2u7XEkn5lxmVDdi_NvmmTDBrzLD4kVM0FFc-TrhTnnzBfkkAmAbZsB5cEk195IEcGytriv9DjYSVrAzq7qwtQNO23z8Sj3-uM_AL3-yo4EgdZKlQ7x30zA8uUjIt1nbeQNzYWq0I_e59zoKgz-GT-ORB8Gzfj9o3Kg92wvwDjk6Vnxng-EkabTcoH-9Hcu1SZAj8ALvsXdsegP6Orb1VM3EUZjLhfxcKqqt-By0tyOHDaGCR_YiSvVLCA__5HiAULrl4132Kxji--5JvZVKREZ02W4IqtCkV3ax9GbvkGsaGzdHPqw0FQuHUyCv_z7BmHKre7rhmBwvPnqyigUabKQ27K4Krk2Y6cRlaX-l-sMS8wlMcZa4P8zQRymFofmcKqSQzLtjeVhn9rdn6YT0llDLQEOnqNgnjRv5Jsq77TPixizPI_eXa3IicnusKjpJLOINUVXUwxj7Oqivkq9qigJNDEHPSGcetyZtTGYF7AvFxi2pMK6VNYPnjHN_lDOLD9GPDz4BDK29ZNaTu2OnT1T_GK71Y5rGCmKTRAv0bOCEq692kq86Oq3KGcojdqRYOAOobAf3oogdTm0wzxsipWx38Q5TMRkQYRQS3OSArZskxURbHGueWHrM71e4p5k6CCqV6WCpZeTonMLP6W3lgwEPP0UkoAseTYH6YYejBhm2U7uCmJzsynmC0QgooSPE2E1uF8yKRo-E3ebiGkbSlaEoeRqBpQjD42EFatU7owJ44I7k-c_HM6dDMnawvtM5fLvKrsoaqlc4jUkC5lfjYHgUzyioToMpeVltf5jZvwP2gDl1RwC2NbAaO1OrzsdTKDkgN6uuysClYoyIfJV0543Z61B2UqaQz4B9cvRWrw3DpwWXdLTp5WaepIGqI1JmZ9yAXXZr1X-wLqaxJr5owwMCwYLhSZSB1jg71_H_-4IMN6t5Q9ZcNocv1L9PTcfEMJIPo8puYdi3vyI-j8CJTy06Ueme4MnARx9J6zYO65rg8J9NGkerOgfNWMfjS9ljczt9eGPi-XoTUS6VIDPNe2HLTdCkSZjWCaCf5pRcu7xUULLC83ESc1FmaGCxZktUJGXu9tUQtKTiyxFFKqVRHcJOh0CPbmMhFIQuCjrBwkuEMriDkB9Hpyei7pgSoWfUSW17eyH33UqiNgE1sESTrUa9aWv5AzeSbq5BJ9kWhHLhTOcpmPcJ5WoRjOvrJFkQbzN8nxyRPgRIAJULjHI3N7F6Eoky9RQn1Ek1TxtVzSnbIx_6NAS36RjAqtClba_sSM8O0F2Q8LuKKXHtokp1dlQyPB7ukuocsjAyC570NZHqUh3C3MwH8uZgyXWXbbOnDRSEDTJk9uB2SchHTtrRrlPt1V6AbH0t9u_wDPXnWHGbW3t8wCLnTRkXHhNfhFkR8Y9lkrGsj0O2sn0IOFyFeOkH7CbiUyeBoUP4HiklEypqpcEGkjm_NH7IDRMPUNnA4uDFSfclO5Vt7q3Kl4FJtWsOVBksRkCBtqIuy0Q6Z6-CVsPDXr_0uxekubdTrlsXZjZn75UrON0xzxCrr3Xz36O3utYde3UDVtYy4LwNR0H_TeS5pfXNIJRVlgAd7v5RJTLpcvoHckHKmL1r1FOGAgFNQHxE71OGzMYGNV4X8gO7K-4Bk9Dxe0ObGlXJBc9gI19zmb9Hvk_Kq_UAp71i1VBj5hNiy08TTa1Uxefq_ZL96I53712RAwu3Zq_lIQcd-6K1D3avijee_-YiuRJFwXSuKbr_sMUKSKTABJHjnxlVDZ8XONIqLGRXvKYIxk1BtxvpFsgK4ScptoKdcpjx5cYOGbGa_lX-iBbGcaKOVtMcEfEyAtqGM0PSoMpyCoXF0VGSnbGk_Nh8xPz3CbfBqG6scvg6FZep4rDzePJRzhT5CKboPXBPBbW-wIWTijxJERn6LeZ2tRrjTiUOBTlPy98llBqgaWgB5Dw-mtlUwGEjImXyI2ymCrpCPXBnbc1HNBIUK11Z5IJsTHqWAApqSMbe6J9vU_SwIjYJVijW1vZOQisUaKhcX6FmKzLX1v64IF36ieAErb-lKloiauAnyTZpayY31IxX66IeL_MsX5M8WSKVfm7w87WSBhGZp","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592fa8f6948193903dec973b7e2d2d","index":21},{"type":"reasoning.summary","summary":"**Designing the dock and cabin**\n\nI'm planning to create a dock and cabin scene. I want to use water material with a lighter blue for ripples and maybe add two rings near the dock. For the dock, I’ll use dark beams and floor planks with specific dimensions, ranging from -2.3 to -6.8 in height. I need to add side beams and piles for structure, keeping in mind the cylinder dimensions and positions. I want the cabin to have warm wood, so I’ll use specific RGB values for color management.","format":"openai-responses-v1","index":22},{"type":"reasoning.encrypted","data":"gAAAAABqWS-0_2i_IG_mknvr9kblXXbDwlqlmljSKtPr52nN4Uob0OcUmUAbCesP9BP5hE7dnmONvqnmLOPcGyZ1GQ52LMj8hH5aiRxWscPfrk2AA8oAY3k9yNhezrcoW7mmRelJh7ABONRjEP_rn_14E6wKebr8svil3bYzxZXwyrc1hFsYzof24khqKfBu-Va-LgAu5I0NE-JrEej87ITCnASIrwJrWbiqeftqsk97_O8YhmvYCc9JtzcymfsAejo_4ueSxreAz2HTVpkgugJtu98PatVPWwAH5tA76U4O2rs2U-AKxRI4bMfxF0rUSBtQxc0GU4LGA-zdFjh8xvLqSEO7jxilMvx41i1YsoppaTCmr43BYxxj_n7VjhaDpJdJShu1aSu0ctgbPeADc67NZog9DEJOcipcm5TbulIYP8g4aXsNN4oRFlTfYpO_rN1WTQuTo7iIOs_6okoAYAZ7-RTKOmcOagFitD7YbevzqxXg5kbjWVeGf6gfEHuYkDswIEyYg_N26giJHH2xkh2E725g9LVmnPsbTafs_bgZ0-URBJmJUMIMBnq0IhAPAxlW2kAUxLK4rU2ZCObcWZq8qZ7AGkSNNDOX9L6c-24mrylKo-xUsr_bqiDCq47TIxtnt-zatldYLLWMd68vs1czlKGu1dobzZcYaYI5cbYmh3Tk5c73iwQ3nDoHs_Zsswm19VQkulViPCHBX59ufuN32muUJ1jGAZk-KPeueFxEeHUVtYAxwdjLPhpOka3yKnv42BzR0g3f9Eii3lKeVyT7XYRPOME0a5-am3babBSUulVzbafEpR36RqxrpWIAU3adcDCmrojJOKTcNwqgx4laALQ6RsMYtHnqIeual4Xkt9U0tF8BY9a2VJNX_kUk5qOTbUvPPUxzrZWHpwiLr26JsbPZnECOWvM-nJrX0uhmv-swD2EnHuLIaEPQzvDawQmWqufRrFUJ3m9OvZ_R7oV436pDeL6IVkk4i01w3pEyKu9JOoqECrj6qIdbfvGmgJkuMtgSElw9OMYQ7V9l8uiCcBCxpF2WeWy2O1bDGUYVIMUp2hfvMbB90IN-laI9GzWnvxAjfpZ2Ugj0B98uYWB30BFP_7Dr6N53xUzVUfSu9Sjyp_A-KqXH3-T-52T_Xs4aq-ALRuNgCYD9PoC_jGJU1zEs7KVBdClziza1WyXVXJpVSozY0WIOtdCH5ZLtW6aIDSZ_BJM0vRovPU6Ph-uxba2noXmuHCnH7_QXfRNLxSwC6XRJJemVQITKWiJLYsXjoMsj7oVtNipt3JhopGXYGPOQg9SiaioP2kutwYFMvsN7Ol7SRdrBgx0IQG8fAR5A9LLzflhd7AKucOQoqHu4-jHRZywBQBG7sV5z1uuUwgu7qpKKP554uICD9mqWPTBF5zZDA6MZMyUWiHPnEpHGhFtZ-DMX9mGAE4KWsaxZHFb08ZP8090YknfUT4BsqGafcjPOf_RNr-pLMEy3mRF25suxVmsMmTFT9PATigNNx2i3l_q9hmmC8LslCEFsY8JCIM9fxLCwx2uvfn1qIwRMEfO_u9C9spyFW3aFBq9bjxfoeZgEX0OsIGjwASS0HZSSyO1p19hc2AIlDf-EeiS-8h84prc06gNwtr6fu7vgNZUfpxS6M2NwlQT-eaJ9sfhzhRjjxOWAvmaKXM7BzxPdfGdAys4X0vvNqbj6zhRNSgsBYrq6OxvKtONclAbq-4u9CorfQzKzPJmvW9q_TNC9Zf_8UM-4LmZ5yfgeBJGUxiDaTxjJ-D_7nUxqFk3p0ri4nO2O2AWh6MHNe9t3MaNgPSXkdSK_F63iWJ2Pjw-7OaGWwJJYCTYS1dLyNn44iaP7rac4JUkevt7R9wrPlkT1n_7Pax1jVif-ZQmI2DOKJ8Lmtu5XfHJriLp8pIY0I56NJPgbTgH5zOVSn35AhgDvyTt5Qn9h0QQy_9S1lj2WyH2DxWUmj8mXSsZoOWTxbU23AeJba0g-3ssOyo76uL59PbVWyLrldqtR2qylt7bZKMOMLIPI3YlxLThINcHMhhaMHAiZyYVnnflfRbz3VXuSyaFF-VDSTR54UUL4fJXuJwKrVFnUmZ37RBh_7bj57P4hRK1NlAOIfl2x3LzSEKw23QGkQb70Z4Hw1dDhC_ZEDqfN-VwL_ajA48RokGd3rQZjGX5SOuxN45BcyXIGm2t-6_PgVawvJQh6QstFnKLAx1WFN_wMm5mwvLQ4VgSJjkSPJtz-WLR8BfdyTBbBvc1JRj4k2ppSkTPYfUBI6TWw4poggQhC7ktLWKxR1j-PVFAYyh8JxL83eejqr5XmAVkWrPqGltk_MDLwEoPpve_Hwf6lckXMSwfqYnEo8P3rOryDqeMtkBGWE09yLFHTUIxfUIUHKF2dyPpkJHUSNZUfcIl3zPsbW-c2aKQKBji1JJ6Y0slJK3YCc7gEIXM0VmIRp0KywbN0qRIwU55WilP176Ze11z_jmCsxRHVUm1GgkOuHcNtHwxYkAjcJjdtghsQG4pbvuxbtkPE1F-7U276GWZuvN4HSvWlQSNCg3HG-7JNfFXOdt4Vx69-sR_ax9jSt-3TkGi2ry685ZahCr-rC4ckoQlo83swFcF-mdjxvwDUf787DvUePUXjFOk0OqmltjzKVN9JESabk16w1S0sb_ReO2J-rViTWAVeKXMIVtnXuzSBKPqg0YI3sedtSY4G6RNjZx7EV1WrkWCUev4aHuKw8iUvsr8uEBXLXvyARMHJROiEYyQwIJ_MuaVamtA_2t1ebe9mdnY8z9PuNvFCwNfWsx370JtjOA8iZOgX68UB9Tta7to_h9gGaJJTOSPZf04x1E18PbG9p_C5B4P2mh_XHUJtSZbDfe0JmRsr62n5iJ-i78OxBahrxlCw7QDEplGbBAhOl140V2p6bZbWDvFT5YiUzLDgZw0C0JRLqjzPK9IceGsAsC0e55n8TrLDsJCOahxegl6H5MwYB3IHyQZmBF43eK_wd89Uz-zDx5bKZXWvFJdjEWDWVTPCObCB5wjvVZdk_IRCzphK2Yg9_Wcb0wxQDvkx25_7uh5YHSlXcHJH7cq6XCehlsE4V3GGSno2F3y9j7MR-UjhbEuuPaiAIzLxjW-Dwe_dsP1uDLA3WVzfGVsSAaveZbwbO4ERefN3BHiWqb2IBXAYNKZRAwu-zhSexn06B0EWBwsb3Z4n68VDxN3x1cS6ml7unj5Q8gp_ReQQHzRlmVLg-JeEBTi4s_2xujAdoAjCC9OQVPWlFvaRlSQuUIJmmTsXhM2AcsetU-mg-DBJXrpWm4CVo5jamXrjzm4=gAAAAABqWS-3mlMR4-K8xbwaUW-Qq-9e8T46D8idVXh6NwXbWbB4jleI98oW02RaNSsjh0XParYlih0IXgDNZ4kV3FvlUnzyykc3kUh1XrtM6x1kzP8m0qGtzisjnIUdP63JdEyF6G2JvZWuiNOrfirsCHZZY6v6JuGT1UoVtEM7LdEVWqFbGcZUyuy4E9cTmDu02YYtKwff92qSRscWvlJgMVuLzhlm8v-sEIpU8VMxBUIwiGDEw4GYfcSQF8gCOboYpxAD476N3nXq73vM3DJLbdf5v71PtiGkaTP6tqG4Nis6mEcPb0DHt8nZpe8hQqv7x4amGwAI9ZQD7Jao1BGOPjMynGf6WjTAi6mWEwWubG5MrTvXLupLUKNymZLRmxrCZkCnV5-l3fvi_6Mf4PDui0NeAMgnXXauF-SD3HINQIh9d3R4o1uK5YtggLFdal1QaQriYfGak3bhjpaUcfFHAG3g1lDuggMRCJoGvjk9yCvXhcartfTBKrzgtX_Zcdkx2aWIvJWSG6QVeX3pNmmnU1kijx8yuoIvVhkWp_HWPxdHkZ1DCO-i1s2E3GyQTc20dE2iZWwXYmF_ttOmaltIDbJk8_tsI3gAIExK50V3h5Yl3rwMfQ0eKzSf4f0h1ZzGZS_Qf_xkENbW2v88S_FlbTOGXvTcOudzMA1naU9bbqFpCVx3SVFVqkBZemrLb_FwjWG3KskZ7qcIueaTaQMPBq6SZ3yJk9WgRKoOBwnz_azmGubAeVQLJc0ED1iyRMVLwa3EIod3SLz50aJNKTKo4cAM13F71UzBA98tOUKoDUPx9dgUok1SsOvR5l4CyctiOKPJkJ9HLyb_OQ9YVhYwmn4SMMo6L8zaoQJMsLT9M3520yVeTW69wfv1llWAtEmCrNJBzW7ZI5urmeIB75zRznsSv-fM61EDUlJ6DaNWnHzmLQm8geAd-K2yvnF1xsuuCsjgvSrRxzf89bnY2ut0BrKmEmBmDb6BvN-hAHFJi0KiNQavWT6fcXqDQebwv3aTaS5enf_KNJWuUQcBYReJHWFtB2UvoSb-xf4ePCBDOTx8p8snPGun9qmA4Uj3a2mFyD4qv10sk2fAk4iiKCq25Lp5LuQtY4wthN_PVqGzyyVCYjRFuPnk5zDpQsulagBsP3D2KLvi1u4eoMMFa_Q44X0VSpbMmjkUghoPbNztEZOWQN-9WS2AC3ARLPEylPyE51VC5QUGQfQcivz3G5jXmxTTemadeNvy5-Xaze0BKYS-6YvHK6StEqQOk-9-5jY3troAEI58rgNOmtcJSo3cPvVyPJaVprLNggd5MdrIokRob3USTZDSE6WKnhZIV3k83uxRzC0WZ7_wursDHlPMIetrvL-uG3lX4RabCi6qtCPlncr9sYfAyka5p_Ji1BBgQauFXE0wb9QiSw4_8fp2f2k3Z2LyI_v4Lw1xzycqCcaxlxp7yVPhb1B5HWW-Z-6mpuqPscqfX76d6yNvUedClXpg2FwCEWy-VvB3tmNgPDDvgAcGwSLRcXQ2nMmiJ9B9eAww7IYTJgWL3ZBQvSLrW5EW8RNQEjubB1FJv-1vT5PeA3SZ9mIipkZBbCMDWy_Z2tXstkIsthdxB_cGLKQ86ZRuhosjQZe0dXJxfSKFQl5jJhLH9c6XaIeLkvXLjUXs1QU3iki4PkEIk0dgARZaXa7MmmN9iNfwlwKRjzLrPxiWLX594PhbSLkEWc8plpU4nXpkhSc3YZvc72Yj8TwyO_7SWN07_o8UT6fhUVpM16jfHMBFLocKej65CMcW7sGRrxoKpwzM0biOg4AnpZxgCbIYFUU8XPAMeiV8gD9jNp7mztyNMuGuXBwZ7XIsebRv3dRdurlH3IzVZsp2WJU1ceKlZMJwOwBYvvPoBoklrG5whbXswaNrrpGyv0JRnPBDsrpVDhtG1JsAV6wY-HoG2S-kFs3eArOLMLfo1AQ_K3OYXVIc4cDB4NLuq9ntPo4C9Q7UGwe4E6DDA3QTtiAVKqjqKF_Mfh83MAmge5OQ509O-x7mER0m6lMDmKjHizsi8BxUPAxJ73pyLKWNAnOFRNFVdYN7TcZzjwF_O16xYT_h3927LKpIR5YAI3wF-QznuEAQTZBOLYk_eIMDVnfBQnJP9WDGjupU3EFUMP74d3Y5S3mCRmv55SLs6tk0Nv6T3S-kLKpUMOZ4CVH3tCi-44busIW2eZytjYhOhxJjVWPl9kYHAX7MAONE8H5nksKxEEflyBXF3Aizvc1rAc48hrZgP9Kq5DgnRpBd0l7k29Cnza-SX70QBlIQpM3mdKx4x6AIOCZTtONMrlukwgCWCZTWL0wk6IvjYSSnmGBhX-Pm67RTfCxRka2APBOxoIevU7ly4A9TumYjASZnne-d3RG6s9eDKAroFD22fiDkXkzKZ8XX6cCMVSmasiLt5Iwba-I6SWQavqrZU_-vX2c9h9RlDFxJmnSk108CQx8bGN-mRBDhJRp3gUOMdEoA6AvgJdiYyNq9zaW3SLk19qvl9oWgWFrqM1B4rEBv_m8YunzWB2DD0W3GRg9R2mNKcRj9Rg7P8j4iEZ6-0S3u-LWNeSzafIXScCvd6cI5zCuzI6Pn6UGGZ_OAEEaDiNSx68g1ooZf4W76qW1_3tuNQsdGKr8TRuuZ23n4_C_Y2dU4vg_vgOVtJC0N1XzjOMBskOLLLI4n2TDdxt9jK_7j43UVAAjAGOOSbao3BDXUVVhwwtuyK1zjnjt-PLmWKqq1Wc92tYvWMoJnXFIJ1kpo_6d-_mcodzFXEsJB1mjfjbLeOHqBOe083FrvUHqScpkOpfRFiyZNsWrInis7TLuR7n5pvwWnKD_eXFAiATkbGCHMBjEBJ9QlRRxXH3hvh0YkWZes1SVws2pdGwOInM8WTQaQiJ6QrJNkML_RC3MK2ga39_8OagdcutJ0kK769K4evIc7cLd_nRRM5b79-Jvl_jHnGwkeQZhozfjEM9fPujHZB45UYSdKbLzVGSE7P8HN_gZGaWvP7MQyHBMJBKWznZuvRowN1mxBKnlKFCjAAZflART7BqasKZuUCEov-2U-mzv_zgS9DZecxK9aqmXiFQp064L5hN6L31GU1Sv4Zp_MDRl_1Qc_wntukK-bk-aknlG1wLZjgiyHRF8ddvAASA7n4eAoHDf1oanl6Xy40C0Q2L9ZOKvS65fVXGDgX17op50rRs8ZDgDNHkZVUCgrFTdw7aG7ih1I7VG_izZfbUI9uczzGGCgBGu21heVCZqvUjxeUOW6BWdUav-KKhA1KJ5YNp5ZvBTEZ0SoJiOQk9sSWTnWNYvm7jyrjjGJKcVQszZ1FhCmm5XKYh8L6RwiPdnSnocKMP8XFrVVxa3fSSSoiKqsK1DsXb0Q3CaSEsfDnLtEzH8jUToQknKdP__o4vQnNqt0Q_Z1QrAk-B77Dvepa_sdWAhvir9E9R4jBvO4iKAD_RfmfkM4cmc13p4u0C35LlTP6j-tPuoTDPyuXzPBZ84-I5QucfwURaMWJGVH0nHl_AUEPIEWsvWe3S_M-pID3f9mZk9bWccBP3r6_B_6aLOXEBm4oic=","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592faf75ac8193a6e2f7075003fc7b","index":23},{"type":"reasoning.summary","summary":"**Adjusting camera settings**\n\nI'm looking at using a 22° lens on a 36mm sensor with a vertical square configuration, which could yield a 38° field of view if I fit a square sensor. The camera's target appears to be set at (0,-1.2,2.4) with tree tops around z8. I can calculate the required camera elevation angle to be about 19°. For a 360° benchmark, I'm confirming if the camera should be used, and it seems like a clear scene can be captured from all angles. Let's proceed with executing these settings!","format":"openai-responses-v1","index":24},{"type":"reasoning.encrypted","data":"gAAAAABqWS-6oD9ClcBUCxIxJ_vhZ3Xh3A41CeVyN3T_BCYH-TBkDL-OR-fngRNv6N5TNlcl-KiRsAMpz8dSTGHURVzmcdv7GYiL72gRFI35tq6EFAVkB0lZCogTJA4hSfWXS746lQVuVK2kcrrHPXu5A74MYLMcRzt8onr5SzFd4BooM6CEA1WFYL15v29taSwtypXbScP8hkC8204yP8LK-Ql4La95J7mNeWYiQ9ry56C1GFweAq-lNaeceeHEWk5_d7Y-5vsdG7WlB0FKzqeOYzBdrvpIYW1qphGzAx9gePhVoWeq9Z5PoJmobVjhzq73iR_2pQcaQuC1dlWIrQy6eft9Qqv6H_X1Y9sty-KP7OT4VuwzFA82NLmKmxPv_n-y2owHPY1NnVSX4exGUc7LuIB5qEokRB_AXJUxbleC4OJvX9Ge439gookIY1tnERYOTTsHjYxRdsljvkXi0lIk0CRVmIdbC84tmPvxGo9kV-SaQJdj1q9S4pN4dZ2eeGn0FQGLfRkN6c8f0Mdz7bC19MH4hFs91UQfnmzQXgDd_-j-IIkrj-O-_6rcU59lDrTO8yiFmxJGgaAqA7dsBqcba-IKOAxwmbDV4Qrv3aWc_zc_Zqj03sq7huyGjUF7RxKrQEwi_zqgvziYMMkUSmMOIwRlUU10oiOAwiTeBsmeiK-xXJbLcR6_m_hyaaNBwOXW5HeHiDsmgL9lAfKvZ4HCf8tjpgkoh81-bHe8XUuoNJ-W3C7uGWUgFdQU5cAh09SKRXG1G4A4cCdyOrOkVCBR4HiKihey0zHTkQVuech0nN0DUTg1GzQlaCwlKtKThTYXtcHeiFQHoHfb8VsWOP4W6cqEDLlO5TR91nZOXW8U9d7iI-4Px4e4KanHJz0Aw0CRK-PGhSz04pAkclu81S4skp9wPnW2AMU-4eSjDdAMJjpZGhW6NBf8VKwRnAtNLJ3jrAIHUjVDGEiOpQQxudGnbU_qFYel4ERZ7aSoBO2RxWAMw-dD-K9a23e25Dac1EBC3beTvYjJlFde60U0Nn94P4snkXKkrtQNaLZonhEc4MVqCLlclFhxoe4NML2PjbXlqJSeRsxu2uaxkImmf2iyhhgy6GjNDGHfKIgpy5c9vAOHT-c4jbiex88W-5JHPWwH-ePsCcwWbsub5gJqo0dog1qDZJ1nqSqEK4hFXr6iJ-cXtm8DTWfzBnOfy1eQzdVxbk2d_7qIeHnh8kuqyjgLKQzYJByjFFKZWnG3GJXz0-zj-_qIAFFy0Yb1ZCBhJmhs_sPjgvRRRu4aYn7-OdzIZSUos6FdUiYBbSe22Zw-PSQy8BP_SHXCpgDX4jPTlgn9A35feiSnQK8WRdEzLvIY22JnzMNDJjnwdKynnj7e4N0u41JLN3-wYU0fJtBCcx_3KsVoorPa","format":"openai-responses-v1","id":"rs_0c1bbff1d444ab25016a592fb7c0d881938069510935a99dcc","index":25}]}}],"usage":{"prompt_tokens":3519,"completion_tokens":17522,"total_tokens":21041,"cost":0.10953,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":3516,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.10953,"upstream_inference_prompt_cost":0.004398,"upstream_inference_completions_cost":0.105132},"completion_tokens_details":{"reasoning_tokens":8398,"image_tokens":0,"audio_tokens":0}}}

import bpy, math, random
from mathutils import Vector
from math import radians, sin, cos, pi

# ------------------------------------------------------------
# Reset and scene setup
# ------------------------------------------------------------
random.seed(11)
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)
for datablocks in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.cameras, bpy.data.lights):
    # Materials are cleared below only if unused; keep loop conservative for linked safety.
    pass

scene = bpy.context.scene
scene.render.engine = 'BLENDER_EEVEE_NEXT'
scene.render.resolution_x = 700
scene.render.resolution_y = 700
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = 'PNG'
scene.render.film_transparent = False
scene.render.image_settings.color_mode = 'RGBA'
scene.render.filepath = '/tmp/cabin_preview.png'
scene.render.use_file_extension = True
scene.render.image_settings.color_depth = '8'

# Color management
try:
    scene.view_settings.look = 'AgX - Medium High Contrast'
except:
    try: scene.view_settings.look = 'Medium High Contrast'
    except: pass

# World: blue hour, still warm at the cabin
world = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')
scene.world = world
world.use_nodes = True
bg = world.node_tree.nodes.get('Background')
bg.inputs['Color'].default_value = (0.008, 0.018, 0.045, 1)
bg.inputs['Strength'].default_value = 0.28

# Collections
root = scene.collection
collections = {}
for name in ['ENVIRONMENT', 'CABIN', 'ROOF_AND_CHIMNEY', 'DOCK', 'TREES', 'DETAILS', 'LIGHTS']:
    col = bpy.data.collections.new(name)
    root.children.link(col)
    collections[name] = col

def move_to_collection(obj, colname):
    for c in list(obj.users_collection):
        c.objects.unlink(obj)
    collections[colname].objects.link(obj)
    return obj

# ------------------------------------------------------------
# Materials
# ------------------------------------------------------------
def make_mat(name, color, rough=0.5, metallic=0.0, emission=None, emission_strength=0.0):
    m = bpy.data.materials.new(name)
    m.use_nodes = True
    m.diffuse_color = (*color, 1.0)
    bs = m.node_tree.nodes.get('Principled BSDF')
    if bs:
        if 'Base Color' in bs.inputs: bs.inputs['Base Color'].default_value = (*color, 1)
        if 'Roughness' in bs.inputs: bs.inputs['Roughness'].default_value = rough
        if 'Metallic' in bs.inputs: bs.inputs['Metallic'].default_value = metallic
        if 'Specular IOR Level' in bs.inputs: bs.inputs['Specular IOR Level'].default_value = 0.45
        if emission is not None:
            if 'Emission Color' in bs.inputs: bs.inputs['Emission Color'].default_value = (*emission, 1)
            elif 'Emission' in bs.inputs: bs.inputs['Emission'].default_value = (*emission, 1)
            if 'Emission Strength' in bs.inputs: bs.inputs['Emission Strength'].default_value = emission_strength
        if 'Alpha' in bs.inputs: bs.inputs['Alpha'].default_value = 1.0
    return m

wood = make_mat('Wood - honey pine', (0.38, 0.13, 0.038), 0.36)
wood2 = make_mat('Wood - amber variation', (0.52, 0.22, 0.055), 0.38)
wood3 = make_mat('Wood - sunlit variation', (0.66, 0.31, 0.085), 0.4)
wood_dark = make_mat('Wood - deep trim', (0.12, 0.035, 0.012), 0.3)
wood_shadow = make_mat('Wood - wall shadow', (0.18, 0.055, 0.018), 0.65)
door_mat = make_mat('Door - dark walnut', (0.19, 0.055, 0.018), 0.32)
roof_mat = make_mat('Roof - charcoal cedar shingles', (0.055, 0.032, 0.025), 0.58)
roof_alt = make_mat('Roof - shingle variation', (0.085, 0.045, 0.028), 0.6)
stone = make_mat('Stone - cool gray', (0.27, 0.29, 0.28), 0.84)
stone2 = make_mat('Stone - warm gray', (0.38, 0.34, 0.28), 0.88)
stone3 = make_mat('Stone - pale face', (0.49, 0.47, 0.40), 0.9)
mortar = make_mat('Chimney mortar shadow', (0.10, 0.095, 0.085), 0.95)
metal = make_mat('Iron hardware', (0.045, 0.052, 0.05), 0.27, 0.72)
window_glow = make_mat('Windows - warm interior glow', (0.76, 0.22, 0.025), 0.25, 0.0, (1.0, 0.18, 0.015), 4.0)
window_blue = make_mat('Windows - cool reflected glass', (0.055, 0.19, 0.30), 0.16, 0.12)
water_mat = make_mat('Pond - deep blue water', (0.015, 0.105, 0.18), 0.12, 0.18)
water_highlight = make_mat('Pond - moonlit ripple', (0.10, 0.30, 0.36), 0.24, 0.05)
ground_mat = make_mat('Ground - mossy earth', (0.085, 0.18, 0.045), 0.92)
ground_edge = make_mat('Ground - dark soil edge', (0.10, 0.065, 0.025), 1.0)
grass_light = make_mat('Grass - tuft green', (0.16, 0.34, 0.065), 0.82)
pine1 = make_mat('Pine needles - deep', (0.025, 0.12, 0.045), 0.88)
pine2 = make_mat('Pine needles - middle', (0.045, 0.22, 0.075), 0.84)
pine3 = make_mat('Pine needles - lit', (0.10, 0.32, 0.10), 0.8)
bark = make_mat('Tree bark', (0.12, 0.045, 0.015), 0.92)
flower_red = make_mat('Wildflower red', (0.55, 0.025, 0.015), 0.55)
flower_yellow = make_mat('Wildflower gold', (0.85, 0.28, 0.015), 0.5)
smoke_mat = make_mat('Chimney smoke', (0.22, 0.25, 0.27), 1.0)

# ------------------------------------------------------------
# Geometry helpers
# ------------------------------------------------------------
def assign_mat(obj, mat):
    if mat:
        obj.data.materials.append(mat)
    return obj

def cube(name, loc, dims, mat, bevel=0.0, rot=None, col='ENVIRONMENT'):
    bpy.ops.mesh.primitive_cube_add(location=loc)
    o = bpy.context.object
    o.name = name
    o.dimensions = dims
    if rot is not None:
        o.rotation_euler = rot
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    assign_mat(o, mat)
    move_to_collection(o, col)
    if bevel > 0:
        mod = o.modifiers.new('Hand-softened edges', 'BEVEL')
        mod.width = bevel
        mod.segments = 2
        mod.limit_method = 'ANGLE'
    return o

def cyl(name, loc, radius, depth, mat, rot=None, verts=12, bevel=0.0, col='DETAILS'):
    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc)
    o = bpy.context.object
    o.name = name
    if rot is not None:
        o.rotation_euler = rot
    assign_mat(o, mat)
    move_to_collection(o, col)
    if bevel > 0:
        mod = o.modifiers.new('Soft edges', 'BEVEL')
        mod.width = bevel
        mod.segments = 2
    return o

def cone(name, loc, r1, r2, depth, mat, verts=12, col='TREES'):
    bpy.ops.mesh.primitive_cone_add(vertices=verts, radius1=r1, radius2=r2, depth=depth, location=loc)
    o = bpy.context.object
    o.name = name
    assign_mat(o, mat)
    move_to_collection(o, col)
    mod = o.modifiers.new('Needle edge softness', 'BEVEL')
    mod.width = min(0.04, depth*0.02)
    mod.segments = 1
    return o

def uv_sphere(name, loc, scale, mat, segments=16, rings=8, col='DETAILS'):
    bpy.ops.mesh.primitive_uv_sphere_add(segments=segments, ring_count=rings, location=loc)
    o = bpy.context.object
    o.name = name
    o.scale = scale
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    assign_mat(o, mat)
    move_to_collection(o, col)
    return o

def ico(name, loc, scale, mat, subdivisions=1, col='DETAILS'):
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=subdivisions, radius=1, location=loc)
    o = bpy.context.object
    o.name = name
    o.scale = scale
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    assign_mat(o, mat)
    move_to_collection(o, col)
    return o

def beam_between(name, p1, p2, width, mat, col='DETAILS', bevel=0.02):
    p1, p2 = Vector(p1), Vector(p2)
    mid = (p1+p2)*0.5
    vec = p2-p1
    o = cube(name, mid, (width, width, vec.length), mat, bevel=bevel, col=col)
    o.rotation_mode = 'QUATERNION'
    o.rotation_quaternion = Vector((0,0,1)).rotation_difference(vec.normalized())
    return o

def create_prism(name, front_y, back_y, pts, mat, col='CABIN'):
    # pts are (x,z) in winding order
    verts=[]
    for y in (front_y, back_y):
        verts += [(x,y,z) for x,z in pts]
    n=len(pts)
    faces=[tuple(range(n)), tuple(range(n,2*n))[::-1]]
    for i in range(n):
        j=(i+1)%n
        faces.append((i,j,n+j,n+i))
    mesh=bpy.data.meshes.new(name+' Mesh')
    mesh.from_pydata(verts, [], faces)
    mesh.update()
    o=bpy.data.objects.new(name, mesh)
    coldata=collections[col]
    coldata.objects.link(o)
    assign_mat(o, mat)
    return o

# ------------------------------------------------------------
# Environment / bank / pond
# ------------------------------------------------------------
# Large dark floor keeps the orbit grounded
cube('World ground shadow plane', (0, 0, -0.48), (42, 40, 0.35), ground_edge, bevel=0.12, col='ENVIRONMENT')
# Low, softly beveled grassy island
bpy.ops.mesh.primitive_cylinder_add(vertices=64, radius=1, depth=0.42, location=(0,0,-0.16))
island=bpy.context.object
island.name='Mossy irregular cabin clearing'
island.scale=(11.2,9.2,1)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
assign_mat(island, ground_mat); move_to_collection(island,'ENVIRONMENT')
bev=island.modifiers.new('Rounded earth bank','BEVEL'); bev.width=.28; bev.segments=3
# subtle raised bank along cabin back
uv_sphere('Raised grassy bank behind cabin',(0,3.7,0.10),(5.5,2.1,.35),ground_mat,segments=24,rings=12,col='ENVIRONMENT')

# Pond with concentric slightly irregular rings
cx, cy, rx, ry = 1.2, -6.1, 7.5, 4.25
segments=56
verts=[(cx,cy,0.045)]
ring_radii=[0.36,0.68,1.0]
for rr in ring_radii:
    for i in range(segments):
        a=2*pi*i/segments
        jitter=1.0 + 0.018*sin(i*3.7) + 0.012*cos(i*1.9)
        verts.append((cx+rx*rr*cos(a)*jitter, cy+ry*rr*sin(a)*jitter, 0.055+0.006*sin(i*2.3+rr)))
faces=[]
# center to first ring
for i in range(segments):
    faces.append((0,1+i,1+(i+1)%segments))
for r in range(len(ring_radii)-1):
    start1=1+r*segments; start2=1+(r+1)*segments
    for i in range(segments):
        j=(i+1)%segments
        faces.append((start1+i,start2+i,start2+j,start1+j))
mesh=bpy.data.meshes.new('Pond water mesh')
mesh.from_pydata(verts,[],faces); mesh.update()
pond=bpy.data.objects.new('Quiet blue pond',mesh); collections['ENVIRONMENT'].objects.link(pond); assign_mat(pond,water_mat)
# shoreline stones, larger on the cabin side
rock_mats=[stone,stone2,stone3]
for i in range(18):
    a=radians(200 + i*7.0)
    rr=1.01 + random.uniform(-.015,.015)
    x=cx+rx*rr*cos(a); y=cy+ry*rr*sin(a)
    # keep some rocks especially readable along near shore
    scl=random.uniform(.22,.48)
    rock=ico('Shore stone %02d'%i,(x,y,0.16),(scl*1.25,scl*.85,scl*.60),random.choice(rock_mats),1,'DETAILS')
    rock.rotation_euler[2]=random.random()*pi
# a few shore stones by cabin
for i,(x,y,s) in enumerate([(-3.8,-1.25,.34),(-3.1,-1.55,.24),(4.0,-1.45,.32),(4.7,-1.8,.25)]):
    ico('Cabin bank stone %02d'%i,(x,y,.18),(s*1.2,s,s*.7),random.choice(rock_mats),1,'DETAILS')

# water ripples, stylized geometry that remains readable in GLB
for j,(x,y,sx,sy) in enumerate([(2.9,-6.0,.9,.42),(0.5,-7.5,.55,.24),(-2.2,-5.0,.7,.3)]):
    bpy.ops.mesh.primitive_torus_add(major_radius=1.0, minor_radius=.018, major_segments=40, minor_segments=6, location=(x,y,.085))
    rip=bpy.context.object; rip.name='Moonlit water ripple %02d'%j; rip.scale=(sx,sy,1); bpy.ops.object.transform_apply(location=False,rotation=False,scale=True); assign_mat(rip,water_highlight); move_to_collection(rip,'DETAILS')

# ------------------------------------------------------------
# Cabin log walls
# ------------------------------------------------------------
# dark wall core behind the logs, door and windows
cube('Cabin shadowed wall core',(0,1.0,2.35),(5.82,4.82,3.05),wood_shadow,bevel=.06,col='CABIN')
# stone foundation piers
for i,(x,y) in enumerate([(-2.25,-1.2),(2.25,-1.2),(-2.25,3.15),(2.25,3.15)]):
    cube('Foundation stone pier %02d'%i,(x,y,.38),(1.15,1.05,.65),stone2,bevel=.12,col='CABIN')
# long horizontal logs, alternating tones and slight irregularity
log_rows=10
for row in range(log_rows):
    z=.92+row*.34
    mat=[wood,wood2,wood,wood3][row%4]
    # front and rear walls
    for side,y in [('front',-1.50),('rear',3.50)]:
        length=6.45 + (0.10 if row%2==0 else 0)
        o=cyl('Cabin %s log row %02d'%(side,row),(0,y,z),.235,length,mat,rot=(0,pi/2,0),verts=14,bevel=.018,col='CABIN')
        o.rotation_euler[2] = (0.004 if side=='front' else -0.003) * (row%3)
    # side walls; leave the logs visible behind side window
    for side,x in [('left',-3.0),('right',3.0)]:
        length=5.35 + (0.10 if row%2 else 0)
        cyl('Cabin %s log row %02d'%(side,row),(x,1.0,z),.235,length,mat,rot=(pi/2,0,0),verts=14,bevel=.018,col='CABIN')
# corner upright trim/posts
for x in (-3.06,3.06):
    for y in (-1.54,3.54):
        cube('Square corner timber',(x,y,2.38),(.34,.34,3.25),wood_dark,bevel=.045,col='CABIN')

# gable faces under roof
create_prism('Front triangular gable',-1.61, -1.48,[(-3.0,3.72),(3.0,3.72),(0,5.62)],wood2,'CABIN')
create_prism('Rear triangular gable',3.48,3.61,[(-3.0,3.72),(3.0,3.72),(0,5.62)],wood,'CABIN')
# dark timber line at gable base and decorative braces on front
cube('Front gable sill',(0,-1.68,3.78),(6.15,.18,.22),wood_dark,bevel=.03,col='CABIN')
beam_between('Front left roof brace',(-2.95,-1.72,3.82),(0,-1.72,5.53),.16,wood_dark,'CABIN',.025)
beam_between('Front right roof brace',(0,-1.72,5.53),(2.95,-1.72,3.82),.16,wood_dark,'CABIN',.025)

# ------------------------------------------------------------
# Doors and windows
# ------------------------------------------------------------
# front door, overlaid cleanly on the logs
cube('Front walnut door',(-1.05,-1.765,1.92),(1.45,.13,2.25),door_mat,bevel=.06,col='CABIN')
for i in range(5):
    cube('Door vertical plank %02d'%i,(-1.57+i*.25,-1.848,1.94),(.035,.025,2.10),wood2,bevel=.008,col='CABIN')
# door frame
cube('Door frame left',(-1.84,-1.80,2.02),(.20,.25,2.55),wood_dark,bevel=.035,col='CABIN')
cube('Door frame right',(-.26,-1.80,2.02),(.20,.25,2.55),wood_dark,bevel=.035,col='CABIN')
cube('Door frame header',(-1.05,-1.80,3.24),(1.78,.25,.22),wood_dark,bevel=.035,col='CABIN')
# knob and little metal plate
uv_sphere('Door iron knob',(-.55,-1.95,1.92),(.085,.06,.085),metal,segments=12,rings=6,col='CABIN')
cube('Door latch plate',(-.55,-1.94,1.92),(.10,.025,.18),metal,bevel=.015,col='CABIN')

# front glowing window assembly
cube('Front window dark recess',(1.35,-1.78,2.62),(1.65,.12,1.45),wood_dark,bevel=.035,col='CABIN')
cube('Front window amber glass',(1.35,-1.855,2.62),(1.24,.045,1.04),window_glow,bevel=.015,col='CABIN')
cube('Front window vertical mullion',(1.35,-1.90,2.62),(.10,.045,1.13),wood_dark,bevel=.012,col='CABIN')
cube('Front window horizontal mullion',(1.35,-1.90,2.62),(1.34,.045,.10),wood_dark,bevel=.012,col='CABIN')
# window cross highlights
cube('Front window sill',(1.35,-1.91,1.88),(1.85,.22,.16),wood2,bevel=.025,col='CABIN')
# right side window (faces camera's right-side orbit)
cube('Right window dark recess',(3.16,1.42,2.62),(.13,1.62,1.44),wood_dark,bevel=.035,col='CABIN')
cube('Right window amber glass',(3.235,1.42,2.62),(.045,1.22,1.04),window_glow,bevel=.015,col='CABIN')
cube('Right window vertical mullion',(3.28,1.42,2.62),(.045,.10,1.12),wood_dark,bevel=.012,col='CABIN')
cube('Right window horizontal mullion',(3.28,1.42,2.62),(.045,1.32,.10),wood_dark,bevel=.012,col='CABIN')
cube('Right window sill',(3.30,1.42,1.88),(.23,1.82,.16),wood2,bevel=.025,col='CABIN')

# ------------------------------------------------------------
# Roof with shingle courses
# ------------------------------------------------------------
roof_angle=math.atan2(1.78,3.72)
roof_len=math.sqrt(3.72**2+1.78**2)
# under-panels
cube('Roof left plane',(-1.86,1.0,4.73),(roof_len,6.35,.18),roof_mat,bevel=.035,rot=(0,-roof_angle,0),col='ROOF_AND_CHIMNEY')
cube('Roof right plane',(1.86,1.0,4.73),(roof_len,6.35,.18),roof_mat,bevel=.035,rot=(0,roof_angle,0),col='ROOF_AND_CHIMNEY')
# shingle courses as layered strips following the slopes
for side,sgn in [('left',-1),('right',1)]:
    theta=sgn*roof_angle
    center=Vector((sgn*1.86,1.0,4.73))
    for r in range(7):
        t=-roof_len/2 + .34 + r*.55
        # local x displacement along slope
        pos=center + Vector((math.cos(theta)*t,0,-math.sin(theta)*t))
        strip=cube('%s roof shingle course %02d'%(side,r),pos,(.58,6.42,.075),roof_alt if r%2 else roof_mat,bevel=.018,rot=(0,theta,0),col='ROOF_AND_CHIMNEY')
# ridge and eave caps
cyl('Roof ridge cap',(0,1.0,5.64),.13,6.55,wood_dark,rot=(pi/2,0,0),verts=12,bevel=.02,col='ROOF_AND_CHIMNEY')
for x in (-3.70,3.70):
    z=4.0
    cyl('Roof eave fascia',(x,1.0,z),.115,6.55,wood_dark,rot=(pi/2,0,0),verts=12,bevel=.018,col='ROOF_AND_CHIMNEY')

# porch roof / porch floor
cube('Front porch floor',(-1.05,-2.35,.78),(3.35,1.65,.18),wood2,bevel=.045,col='CABIN')
for i in range(8):
    cube('Porch floor plank %02d'%i,(-2.55+i*.43,-2.37,.89),(.37,1.48,.055),wood if i%2 else wood3,bevel=.012,col='CABIN')
# porch posts and top beam
for x in (-2.55,.45):
    cube('Porch square post',(x,-2.88,2.35),(.22,.22,3.0),wood_dark,bevel=.035,col='CABIN')
cube('Porch front beam',(-1.05,-2.88,3.78),(3.25,.24,.24),wood_dark,bevel=.035,col='CABIN')
# sloping lean-to porch canopy: high at cabin, low at front
porch_angle=math.atan2(.70,1.55)
porch_len=math.sqrt(1.55**2+.70**2)
cube('Small porch canopy',(-1.05,-2.32,3.72),(3.65,porch_len,.14),roof_mat,bevel=.025,rot=(porch_angle,0,0),col='ROOF_AND_CHIMNEY')
cube('Porch canopy front trim',(-1.05,-3.12,3.38),(3.80,.16,.16),wood_dark,bevel=.025,col='ROOF_AND_CHIMNEY')
# steps
cube('Porch upper step',(-1.05,-3.10,.53),(2.10,.55,.25),wood_dark,bevel=.05,col='CABIN')
cube('Porch lower step',(-1.05,-3.48,.36),(2.45,.45,.20),wood2,bevel=.04,col='CABIN')

# ------------------------------------------------------------
# Stone chimney, block-by-block
# ------------------------------------------------------------
chim_x, chim_y = 1.65, 2.10
# shadow interior gives dark grout seen between blocks
cube('Chimney dark core',(chim_x,chim_y,5.42),(1.05,1.05,2.35),mortar,bevel=.03,col='ROOF_AND_CHIMNEY')
chim_mats=[stone,stone2,stone3]
for row in range(6):
    z=4.50+row*.34
    # 2x2 masonry course, slight alternating offsets
    off=0.04 if row%2 else -0.03
    for ix in range(2):
        for iy in range(2):
            x=chim_x-0.26+ix*.52 + off
            y=chim_y-0.26+iy*.52 - off*.4
            block=cube('Chimney stone course %02d block %02d'%(row,ix*2+iy),(x,y,z),(.49,.49,.29),random.choice(chim_mats),bevel=.035,col='ROOF_AND_CHIMNEY')
# upper cap and opening
cube('Chimney cap stone',(chim_x,chim_y,6.47),(1.25,1.25,.22),stone2,bevel=.06,col='ROOF_AND_CHIMNEY')
cube('Chimney black opening',(chim_x,chim_y,6.60),(.72,.72,.035),mortar,bevel=.01,col='ROOF_AND_CHIMNEY')
# smoke puffs, deliberately restrained
for i,(x,y,z,s) in enumerate([(1.62,2.10,6.95,.34),(1.78,2.16,7.45,.46),(1.55,2.02,7.98,.58)]):
    puff=uv_sphere('Chimney smoke puff %02d'%i,(x,y,z),(s*.8,s*.75,s),smoke_mat,segments=16,rings=8,col='DETAILS')
    puff.rotation_euler[2]=i*.7

# ------------------------------------------------------------
# Dock into the pond
# ------------------------------------------------------------
dock_x=3.35
# structural rails below boards
cube('Dock left stringer',(dock_x-.82,-4.65,.34),(.18,5.55,.28),wood_dark,bevel=.025,col='DOCK')
cube('Dock right stringer',(dock_x+.82,-4.65,.34),(.18,5.55,.28),wood_dark,bevel=.025,col='DOCK')
# planks with gaps and alternating warm colors
for i in range(10):
    y=-2.20-i*.52
    cube('Dock plank %02d'%i,(dock_x,y,.52),(1.72,.45,.17),wood3 if i%3==0 else (wood2 if i%3==1 else wood),bevel=.025,col='DOCK')
# end cap and small landing against bank
cube('Dock bank landing',(dock_x,-1.87,.54),(2.05,.42,.19),wood_dark,bevel=.025,col='DOCK')
# pilings
for i,(x,y) in enumerate([(dock_x-.82,-2.25),(dock_x+.82,-2.25),(dock_x-.82,-7.05),(dock_x+.82,-7.05)]):
    cyl('Dock piling %02d'%i,(x,y,-.12),.14,1.65,bark,verts=12,bevel=.018,col='DOCK')
# metal cleats at dock head
for x in (dock_x-.55,dock_x+.55):
    cyl('Dock iron cleat',(x,-2.02,.70),.055,.16,metal,verts=10,bevel=.01,col='DOCK')
    cube('Dock cleat foot',(x,-2.02,.63),(.18,.12,.04),metal,bevel=.01,col='DOCK')

# ------------------------------------------------------------
# Trees
# ------------------------------------------------------------
def pine_tree(name,x,y,s,rot=0):
    # ground marker / roots
    cyl(name+' trunk',(x,y,1.25*s),.22*s,2.5*s,bark,verts=10,bevel=.025,col='TREES')
    # three broad tiers with clear silhouette
    tiers=[(2.35,1.65,0.0,2.7),(3.65,1.38,.0,2.55),(4.85,1.05,.0,2.35),(5.85,.64,.0,1.75)]
    mats=[pine1,pine2,pine1,pine3]
    for j,(zbase,rad,r2,dep) in enumerate(tiers):
        o=cone(name+' needle tier %02d'%j,(x,y,zbase*s),rad*s,r2*s,dep*s,mats[j],verts=14,col='TREES')
        o.rotation_euler[2]=rot + (j%2)*.15
    # small root flare stones
    for j in range(3):
        a=rot+j*2.1
        ico(name+' root rock %02d'%j,(x+cos(a)*.32*s,y+sin(a)*.32*s,.13),(0.25*s,.18*s,.12*s),bark,1,'TREES')

pine_tree('Tall pine left',-6.2,2.9,1.18,.3)
pine_tree('Tall pine right',6.6,4.0,1.35,1.1)
pine_tree('Pondside pine',-6.0,-3.7,.86,2.0)
# a smaller tree peeking behind the dock for depth
pine_tree('Small pine far shore',7.5,-2.6,.72,.8)

# reeds and wildflowers near the pond edge
for i in range(18):
    x=-5.8 + (i%9)*.65 + random.uniform(-.12,.12)
    y=-2.45 + random.uniform(-.12,.12)
    h=random.uniform(.38,.85)
    beam_between('Shore grass blade %02d'%i,(x,y,.12),(x+random.uniform(-.10,.10),y+random.uniform(-.05,.05),.12+h),.035,grass_light,'DETAILS',.008)
for i,(x,y,colmat) in enumerate([(-4.9,-2.45,flower_red),(-4.3,-2.35,flower_yellow),(-3.7,-2.50,flower_red),(5.0,-2.2,flower_yellow),(5.5,-2.0,flower_red)]):
    beam_between('Wildflower stem %02d'%i,(x,y,.1),(x,y,.55),.018,grass_light,'DETAILS',.004)
    ico('Wildflower bloom %02d'%i,(x,y,.62),(.12,.12,.10),colmat,1,'DETAILS')

# ------------------------------------------------------------
# Warm porch lantern and scene lights
# ------------------------------------------------------------
# lantern hanging under porch beam
cube('Lantern glowing glass',(.20,-2.90,2.72),(.26,.22,.42),window_glow,bevel=.045,col='DETAILS')
cube('Lantern top',(.20,-2.90,2.96),(.34,.28,.07),metal,bevel=.02,col='DETAILS')
cube('Lantern bottom',(.20,-2.90,2.48),(.34,.28,.07),metal,bevel=.02,col='DETAILS')
for x in (.20,):
    cube('Lantern side bar',(x-.14,-2.90,2.72),(.035,.035,.40),metal,bevel=.008,col='DETAILS')
    cube('Lantern side bar',(x+.14,-2.90,2.72),(.035,.035,.40),metal,bevel=.008,col='DETAILS')
# little hanging chain
cyl('Lantern hanging chain',(.20,-2.90,3.20),.025,.42,metal,verts=8,col='DETAILS')

def point_light(name, loc, energy, color, radius):
    data=bpy.data.lights.new(name,'POINT'); data.energy=energy; data.color=color; data.shadow_soft_size=radius
    o=bpy.data.objects.new(name,data); collections['LIGHTS'].objects.link(o); o.location=loc; return o

def area_light(name, loc, energy, color, size, target):
    data=bpy.data.lights.new(name,'AREA'); data.energy=energy; data.color=color; data.shape='DISK'; data.size=size
    o=bpy.data.objects.new(name,data); collections['LIGHTS'].objects.link(o); o.location=loc
    o.rotation_euler=(Vector(target)-o.location).to_track_quat('-Z','Y').to_euler(); return o

point_light('Warm porch lantern light',(.20,-3.0,2.72),170,(1.0,.22,.035),.55)
point_light('Front window interior glow',(1.35,-1.50,2.65),100,(1.0,.16,.025),.5)
point_light('Side window interior glow',(2.70,1.42,2.6),80,(1.0,.20,.035),.5)
area_light('Large warm sunset key',(4.0,-8.0,12.0),1050,(1.0,.38,.16),7.0,(0,0,1.8))
area_light('Cool blue fill',(-8.0,-2.0,8.0),850,(.16,.30,1.0),8.0,(0,0,2.0))
area_light('Soft rim from pond',(2.0,5.0,9.0),700,(.20,.38,1.0),6.0,(0,0,2.0))
# sun for readable all-around orbit shadows
sun_data=bpy.data.lights.new('Low warm evening sun','SUN'); sun_data.energy=1.6; sun_data.color=(1.0,.35,.12); sun_data.angle=radians(12)
sun=bpy.data.objects.new('Low warm evening sun',sun_data); collections['LIGHTS'].objects.link(sun); sun.rotation_euler=(radians(28),radians(-28),radians(-28))

# ------------------------------------------------------------
# Camera and presentation settings
# ------------------------------------------------------------
def look_at(obj, target):
    direction=Vector(target)-obj.location
    obj.rotation_euler=direction.to_track_quat('-Z','Y').to_euler()

cam_data=bpy.data.cameras.new('Cabin presentation camera')
cam=bpy.data.objects.new('Cabin presentation camera',cam_data)
collections['LIGHTS'].objects.link(cam)
cam.location=(13.0,-18.5,10.0)
cam_data.lens=52
cam_data.sensor_width=36
look_at(cam,(0.15,-1.25,2.65))
scene.camera=cam
# composition slight shift upward
cam_data.dof.use_dof=False

# Metadata and render tuning
scene['scene_title']='Warm wooden cabin beside a pond'
scene['scene_description']='Hand-built log cabin with stone chimney, dock, pond, porch lantern, and four pine trees.'
scene['asset_notes']='Core forms are modeled as mesh geometry for interactive GLB readability.'
scene.render.filepath='/tmp/cabin_preview.png'
# set camera clipping generous for orbit
cam_data.clip_start=.1; cam_data.clip_end=200

# Select cabin for convenient inspection
bpy.ops.object.select_all(action='DESELECT')
for o in bpy.data.objects:
    o.select_set(False)
# save initial scene
bpy.ops.wm.save_as_mainfile(filepath='/tmp/warm_cabin_pond.blend')

result={'objects':len(bpy.data.objects),'meshes':len(bpy.data.meshes),'materials':len(bpy.data.materials),'camera':cam.name,'file':'/tmp/warm_cabin_pond.blend'}

{"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom math import radians, sin, cos, pi\n\n# ------------------------------------------------------------\n# Reset and scene setup\n# ------------------------------------------------------------\nrandom.seed(11)\nfor obj in list(bpy.data.objects):\n    bpy.data.objects.remove(obj, do_unlink=True)\nfor datablocks in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.cameras, bpy.data.lights):\n    # Materials are cleared below only if unused; keep loop conservative for linked safety.\n    pass\n\nscene = bpy.context.scene\nscene.render.engine = 'BLENDER_EEVEE_NEXT'\nscene.render.resolution_x = 700\nscene.render.resolution_y = 700\nscene.render.resolution_percentage = 100\nscene.render.image_settings.file_format = 'PNG'\nscene.render.film_transparent = False\nscene.render.image_settings.color_mode = 'RGBA'\nscene.render.filepath = '/tmp/cabin_preview.png'\nscene.render.use_file_extension = True\nscene.render.image_settings.color_depth = '8'\n\n# Color management\ntry:\n    scene.view_settings.look = 'AgX - Medium High Contrast'\nexcept:\n    try: scene.view_settings.look = 'Medium High Contrast'\n    except: pass\n\n# World: blue hour, still warm at the cabin\nworld = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\nscene.world = world\nworld.use_nodes = True\nbg = world.node_tree.nodes.get('Background')\nbg.inputs['Color'].default_value = (0.008, 0.018, 0.045, 1)\nbg.inputs['Strength'].default_value = 0.28\n\n# Collections\nroot = scene.collection\ncollections = {}\nfor name in ['ENVIRONMENT', 'CABIN', 'ROOF_AND_CHIMNEY', 'DOCK', 'TREES', 'DETAILS', 'LIGHTS']:\n    col = bpy.data.collections.new(name)\n    root.children.link(col)\n    collections[name] = col\n\ndef move_to_collection(obj, colname):\n    for c in list(obj.users_collection):\n        c.objects.unlink(obj)\n    collections[colname].objects.link(obj)\n    return obj\n\n# ------------------------------------------------------------\n# Materials\n# ------------------------------------------------------------\ndef make_mat(name, color, rough=0.5, metallic=0.0, emission=None, emission_strength=0.0):\n    m = bpy.data.materials.new(name)\n    m.use_nodes = True\n    m.diffuse_color = (*color, 1.0)\n    bs = m.node_tree.nodes.get('Principled BSDF')\n    if bs:\n        if 'Base Color' in bs.inputs: bs.inputs['Base Color'].default_value = (*color, 1)\n        if 'Roughness' in bs.inputs: bs.inputs['Roughness'].default_value = rough\n        if 'Metallic' in bs.inputs: bs.inputs['Metallic'].default_value = metallic\n        if 'Specular IOR Level' in bs.inputs: bs.inputs['Specular IOR Level'].default_value = 0.45\n        if emission is not None:\n            if 'Emission Color' in bs.inputs: bs.inputs['Emission Color'].default_value = (*emission, 1)\n            elif 'Emission' in bs.inputs: bs.inputs['Emission'].default_value = (*emission, 1)\n            if 'Emission Strength' in bs.inputs: bs.inputs['Emission Strength'].default_value = emission_strength\n        if 'Alpha' in bs.inputs: bs.inputs['Alpha'].default_value = 1.0\n    return m\n\nwood = make_mat('Wood - honey pine', (0.38, 0.13, 0.038), 0.36)\nwood2 = make_mat('Wood - amber variation', (0.52, 0.22, 0.055), 0.38)\nwood3 = make_mat('Wood - sunlit variation', (0.66, 0.31, 0.085), 0.4)\nwood_dark = make_mat('Wood - deep trim', (0.12, 0.035, 0.012), 0.3)\nwood_shadow = make_mat('Wood - wall shadow', (0.18, 0.055, 0.018), 0.65)\ndoor_mat = make_mat('Door - dark walnut', (0.19, 0.055, 0.018), 0.32)\nroof_mat = make_mat('Roof - charcoal cedar shingles', (0.055, 0.032, 0.025), 0.58)\nroof_alt = make_mat('Roof - shingle variation', (0.085, 0.045, 0.028), 0.6)\nstone = make_mat('Stone - cool gray', (0.27, 0.29, 0.28), 0.84)\nstone2 = make_mat('Stone - warm gray', (0.38, 0.34, 0.28), 0.88)\nstone3 = make_mat('Stone - pale face', (0.49, 0.47, 0.40), 0.9)\nmortar = make_mat('Chimney mortar shadow', (0.10, 0.095, 0.085), 0.95)\nmetal = make_mat('Iron hardware', (0.045, 0.052, 0.05), 0.27, 0.72)\nwindow_glow = make_mat('Windows - warm interior glow', (0.76, 0.22, 0.025), 0.25, 0.0, (1.0, 0.18, 0.015), 4.0)\nwindow_blue = make_mat('Windows - cool reflected glass', (0.055, 0.19, 0.30), 0.16, 0.12)\nwater_mat = make_mat('Pond - deep blue water', (0.015, 0.105, 0.18), 0.12, 0.18)\nwater_highlight = make_mat('Pond - moonlit ripple', (0.10, 0.30, 0.36), 0.24, 0.05)\nground_mat = make_mat('Ground - mossy earth', (0.085, 0.18, 0.045), 0.92)\nground_edge = make_mat('Ground - dark soil edge', (0.10, 0.065, 0.025), 1.0)\ngrass_light = make_mat('Grass - tuft green', (0.16, 0.34, 0.065), 0.82)\npine1 = make_mat('Pine needles - deep', (0.025, 0.12, 0.045), 0.88)\npine2 = make_mat('Pine needles - middle', (0.045, 0.22, 0.075), 0.84)\npine3 = make_mat('Pine needles - lit', (0.10, 0.32, 0.10), 0.8)\nbark = make_mat('Tree bark', (0.12, 0.045, 0.015), 0.92)\nflower_red = make_mat('Wildflower red', (0.55, 0.025, 0.015), 0.55)\nflower_yellow = make_mat('Wildflower gold', (0.85, 0.28, 0.015), 0.5)\nsmoke_mat = make_mat('Chimney smoke', (0.22, 0.25, 0.27), 1.0)\n\n# ------------------------------------------------------------\n# Geometry helpers\n# ------------------------------------------------------------\ndef assign_mat(obj, mat):\n    if mat:\n        obj.data.materials.append(mat)\n    return obj\n\ndef cube(name, loc, dims, mat, bevel=0.0, rot=None, col='ENVIRONMENT'):\n    bpy.ops.mesh.primitive_cube_add(location=loc)\n    o = bpy.context.object\n    o.name = name\n    o.dimensions = dims\n    if rot is not None:\n        o.rotation_euler = rot\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\n    assign_mat(o, mat)\n    move_to_collection(o, col)\n    if bevel > 0:\n        mod = o.modifiers.new('Hand-softened edges', 'BEVEL')\n        mod.width = bevel\n        mod.segments = 2\n        mod.limit_method = 'ANGLE'\n    return o\n\ndef cyl(name, loc, radius, depth, mat, rot=None, verts=12, bevel=0.0, col='DETAILS'):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc)\n    o = bpy.context.object\n    o.name = name\n    if rot is not None:\n        o.rotation_euler = rot\n    assign_mat(o, mat)\n    move_to_collection(o, col)\n    if bevel > 0:\n        mod = o.modifiers.new('Soft edges', 'BEVEL')\n        mod.width = bevel\n        mod.segments = 2\n    return o\n\ndef cone(name, loc, r1, r2, depth, mat, verts=12, col='TREES'):\n    bpy.ops.mesh.primitive_cone_add(vertices=verts, radius1=r1, radius2=r2, depth=depth, location=loc)\n    o = bpy.context.object\n    o.name = name\n    assign_mat(o, mat)\n    move_to_collection(o, col)\n    mod = o.modifiers.new('Needle edge softness', 'BEVEL')\n    mod.width = min(0.04, depth*0.02)\n    mod.segments = 1\n    return o\n\ndef uv_sphere(name, loc, scale, mat, segments=16, rings=8, col='DETAILS'):\n    bpy.ops.mesh.primitive_uv_sphere_add(segments=segments, ring_count=rings, location=loc)\n    o = bpy.context.object\n    o.name = name\n    o.scale = scale\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\n    assign_mat(o, mat)\n    move_to_collection(o, col)\n    return o\n\ndef ico(name, loc, scale, mat, subdivisions=1, col='DETAILS'):\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=subdivisions, radius=1, location=loc)\n    o = bpy.context.object\n    o.name = name\n    o.scale = scale\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\n    assign_mat(o, mat)\n    move_to_collection(o, col)\n    return o\n\ndef beam_between(name, p1, p2, width, mat, col='DETAILS', bevel=0.02):\n    p1, p2 = Vector(p1), Vector(p2)\n    mid = (p1+p2)*0.5\n    vec = p2-p1\n    o = cube(name, mid, (width, width, vec.length), mat, bevel=bevel, col=col)\n    o.rotation_mode = 'QUATERNION'\n    o.rotation_quaternion = Vector((0,0,1)).rotation_difference(vec.normalized())\n    return o\n\ndef create_prism(name, front_y, back_y, pts, mat, col='CABIN'):\n    # pts are (x,z) in winding order\n    verts=[]\n    for y in (front_y, back_y):\n        verts += [(x,y,z) for x,z in pts]\n    n=len(pts)\n    faces=[tuple(range(n)), tuple(range(n,2*n))[::-1]]\n    for i in range(n):\n        j=(i+1)%n\n        faces.append((i,j,n+j,n+i))\n    mesh=bpy.data.meshes.new(name+' Mesh')\n    mesh.from_pydata(verts, [], faces)\n    mesh.update()\n    o=bpy.data.objects.new(name, mesh)\n    coldata=collections[col]\n    coldata.objects.link(o)\n    assign_mat(o, mat)\n    return o\n\n# ------------------------------------------------------------\n# Environment / bank / pond\n# ------------------------------------------------------------\n# Large dark floor keeps the orbit grounded\ncube('World ground shadow plane', (0, 0, -0.48), (42, 40, 0.35), ground_edge, bevel=0.12, col='ENVIRONMENT')\n# Low, softly beveled grassy island\nbpy.ops.mesh.primitive_cylinder_add(vertices=64, radius=1, depth=0.42, location=(0,0,-0.16))\nisland=bpy.context.object\nisland.name='Mossy irregular cabin clearing'\nisland.scale=(11.2,9.2,1)\nbpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\nassign_mat(island, ground_mat); move_to_collection(island,'ENVIRONMENT')\nbev=island.modifiers.new('Rounded earth bank','BEVEL'); bev.width=.28; bev.segments=3\n# subtle raised bank along cabin back\nuv_sphere('Raised grassy bank behind cabin',(0,3.7,0.10),(5.5,2.1,.35),ground_mat,segments=24,rings=12,col='ENVIRONMENT')\n\n# Pond with concentric slightly irregular rings\ncx, cy, rx, ry = 1.2, -6.1, 7.5, 4.25\nsegments=56\nverts=[(cx,cy,0.045)]\nring_radii=[0.36,0.68,1.0]\nfor rr in ring_radii:\n    for i in range(segments):\n        a=2*pi*i/segments\n        jitter=1.0 + 0.018*sin(i*3.7) + 0.012*cos(i*1.9)\n        verts.append((cx+rx*rr*cos(a)*jitter, cy+ry*rr*sin(a)*jitter, 0.055+0.006*sin(i*2.3+rr)))\nfaces=[]\n# center to first ring\nfor i in range(segments):\n    faces.append((0,1+i,1+(i+1)%segments))\nfor r in range(len(ring_radii)-1):\n    start1=1+r*segments; start2=1+(r+1)*segments\n    for i in range(segments):\n        j=(i+1)%segments\n        faces.append((start1+i,start2+i,start2+j,start1+j))\nmesh=bpy.data.meshes.new('Pond water mesh')\nmesh.from_pydata(verts,[],faces); mesh.update()\npond=bpy.data.objects.new('Quiet blue pond',mesh); collections['ENVIRONMENT'].objects.link(pond); assign_mat(pond,water_mat)\n# shoreline stones, larger on the cabin side\nrock_mats=[stone,stone2,stone3]\nfor i in range(18):\n    a=radians(200 + i*7.0)\n    rr=1.01 + random.uniform(-.015,.015)\n    x=cx+rx*rr*cos(a); y=cy+ry*rr*sin(a)\n    # keep some rocks especially readable along near shore\n    scl=random.uniform(.22,.48)\n    rock=ico('Shore stone %02d'%i,(x,y,0.16),(scl*1.25,scl*.85,scl*.60),random.choice(rock_mats),1,'DETAILS')\n    rock.rotation_euler[2]=random.random()*pi\n# a few shore stones by cabin\nfor i,(x,y,s) in enumerate([(-3.8,-1.25,.34),(-3.1,-1.55,.24),(4.0,-1.45,.32),(4.7,-1.8,.25)]):\n    ico('Cabin bank stone %02d'%i,(x,y,.18),(s*1.2,s,s*.7),random.choice(rock_mats),1,'DETAILS')\n\n# water ripples, stylized geometry that remains readable in GLB\nfor j,(x,y,sx,sy) in enumerate([(2.9,-6.0,.9,.42),(0.5,-7.5,.55,.24),(-2.2,-5.0,.7,.3)]):\n    bpy.ops.mesh.primitive_torus_add(major_radius=1.0, minor_radius=.018, major_segments=40, minor_segments=6, location=(x,y,.085))\n    rip=bpy.context.object; rip.name='Moonlit water ripple %02d'%j; rip.scale=(sx,sy,1); bpy.ops.object.transform_apply(location=False,rotation=False,scale=True); assign_mat(rip,water_highlight); move_to_collection(rip,'DETAILS')\n\n# ------------------------------------------------------------\n# Cabin log walls\n# ------------------------------------------------------------\n# dark wall core behind the logs, door and windows\ncube('Cabin shadowed wall core',(0,1.0,2.35),(5.82,4.82,3.05),wood_shadow,bevel=.06,col='CABIN')\n# stone foundation piers\nfor i,(x,y) in enumerate([(-2.25,-1.2),(2.25,-1.2),(-2.25,3.15),(2.25,3.15)]):\n    cube('Foundation stone pier %02d'%i,(x,y,.38),(1.15,1.05,.65),stone2,bevel=.12,col='CABIN')\n# long horizontal logs, alternating tones and slight irregularity\nlog_rows=10\nfor row in range(log_rows):\n    z=.92+row*.34\n    mat=[wood,wood2,wood,wood3][row%4]\n    # front and rear walls\n    for side,y in [('front',-1.50),('rear',3.50)]:\n        length=6.45 + (0.10 if row%2==0 else 0)\n        o=cyl('Cabin %s log row %02d'%(side,row),(0,y,z),.235,length,mat,rot=(0,pi/2,0),verts=14,bevel=.018,col='CABIN')\n        o.rotation_euler[2] = (0.004 if side=='front' else -0.003) * (row%3)\n    # side walls; leave the logs visible behind side window\n    for side,x in [('left',-3.0),('right',3.0)]:\n        length=5.35 + (0.10 if row%2 else 0)\n        cyl('Cabin %s log row %02d'%(side,row),(x,1.0,z),.235,length,mat,rot=(pi/2,0,0),verts=14,bevel=.018,col='CABIN')\n# corner upright trim/posts\nfor x in (-3.06,3.06):\n    for y in (-1.54,3.54):\n        cube('Square corner timber',(x,y,2.38),(.34,.34,3.25),wood_dark,bevel=.045,col='CABIN')\n\n# gable faces under roof\ncreate_prism('Front triangular gable',-1.61, -1.48,[(-3.0,3.72),(3.0,3.72),(0,5.62)],wood2,'CABIN')\ncreate_prism('Rear triangular gable',3.48,3.61,[(-3.0,3.72),(3.0,3.72),(0,5.62)],wood,'CABIN')\n# dark timber line at gable base and decorative braces on front\ncube('Front gable sill',(0,-1.68,3.78),(6.15,.18,.22),wood_dark,bevel=.03,col='CABIN')\nbeam_between('Front left roof brace',(-2.95,-1.72,3.82),(0,-1.72,5.53),.16,wood_dark,'CABIN',.025)\nbeam_between('Front right roof brace',(0,-1.72,5.53),(2.95,-1.72,3.82),.16,wood_dark,'CABIN',.025)\n\n# ------------------------------------------------------------\n# Doors and windows\n# ------------------------------------------------------------\n# front door, overlaid cleanly on the logs\ncube('Front walnut door',(-1.05,-1.765,1.92),(1.45,.13,2.25),door_mat,bevel=.06,col='CABIN')\nfor i in range(5):\n    cube('Door vertical plank %02d'%i,(-1.57+i*.25,-1.848,1.94),(.035,.025,2.10),wood2,bevel=.008,col='CABIN')\n# door frame\ncube('Door frame left',(-1.84,-1.80,2.02),(.20,.25,2.55),wood_dark,bevel=.035,col='CABIN')\ncube('Door frame right',(-.26,-1.80,2.02),(.20,.25,2.55),wood_dark,bevel=.035,col='CABIN')\ncube('Door frame header',(-1.05,-1.80,3.24),(1.78,.25,.22),wood_dark,bevel=.035,col='CABIN')\n# knob and little metal plate\nuv_sphere('Door iron knob',(-.55,-1.95,1.92),(.085,.06,.085),metal,segments=12,rings=6,col='CABIN')\ncube('Door latch plate',(-.55,-1.94,1.92),(.10,.025,.18),metal,bevel=.015,col='CABIN')\n\n# front glowing window assembly\ncube('Front window dark recess',(1.35,-1.78,2.62),(1.65,.12,1.45),wood_dark,bevel=.035,col='CABIN')\ncube('Front window amber glass',(1.35,-1.855,2.62),(1.24,.045,1.04),window_glow,bevel=.015,col='CABIN')\ncube('Front window vertical mullion',(1.35,-1.90,2.62),(.10,.045,1.13),wood_dark,bevel=.012,col='CABIN')\ncube('Front window horizontal mullion',(1.35,-1.90,2.62),(1.34,.045,.10),wood_dark,bevel=.012,col='CABIN')\n# window cross highlights\ncube('Front window sill',(1.35,-1.91,1.88),(1.85,.22,.16),wood2,bevel=.025,col='CABIN')\n# right side window (faces camera's right-side orbit)\ncube('Right window dark recess',(3.16,1.42,2.62),(.13,1.62,1.44),wood_dark,bevel=.035,col='CABIN')\ncube('Right window amber glass',(3.235,1.42,2.62),(.045,1.22,1.04),window_glow,bevel=.015,col='CABIN')\ncube('Right window vertical mullion',(3.28,1.42,2.62),(.045,.10,1.12),wood_dark,bevel=.012,col='CABIN')\ncube('Right window horizontal mullion',(3.28,1.42,2.62),(.045,1.32,.10),wood_dark,bevel=.012,col='CABIN')\ncube('Right window sill',(3.30,1.42,1.88),(.23,1.82,.16),wood2,bevel=.025,col='CABIN')\n\n# ------------------------------------------------------------\n# Roof with shingle courses\n# ------------------------------------------------------------\nroof_angle=math.atan2(1.78,3.72)\nroof_len=math.sqrt(3.72**2+1.78**2)\n# under-panels\ncube('Roof left plane',(-1.86,1.0,4.73),(roof_len,6.35,.18),roof_mat,bevel=.035,rot=(0,-roof_angle,0),col='ROOF_AND_CHIMNEY')\ncube('Roof right plane',(1.86,1.0,4.73),(roof_len,6.35,.18),roof_mat,bevel=.035,rot=(0,roof_angle,0),col='ROOF_AND_CHIMNEY')\n# shingle courses as layered strips following the slopes\nfor side,sgn in [('left',-1),('right',1)]:\n    theta=sgn*roof_angle\n    center=Vector((sgn*1.86,1.0,4.73))\n    for r in range(7):\n        t=-roof_len/2 + .34 + r*.55\n        # local x displacement along slope\n        pos=center + Vector((math.cos(theta)*t,0,-math.sin(theta)*t))\n        strip=cube('%s roof shingle course %02d'%(side,r),pos,(.58,6.42,.075),roof_alt if r%2 else roof_mat,bevel=.018,rot=(0,theta,0),col='ROOF_AND_CHIMNEY')\n# ridge and eave caps\ncyl('Roof ridge cap',(0,1.0,5.64),.13,6.55,wood_dark,rot=(pi/2,0,0),verts=12,bevel=.02,col='ROOF_AND_CHIMNEY')\nfor x in (-3.70,3.70):\n    z=4.0\n    cyl('Roof eave fascia',(x,1.0,z),.115,6.55,wood_dark,rot=(pi/2,0,0),verts=12,bevel=.018,col='ROOF_AND_CHIMNEY')\n\n# porch roof / porch floor\ncube('Front porch floor',(-1.05,-2.35,.78),(3.35,1.65,.18),wood2,bevel=.045,col='CABIN')\nfor i in range(8):\n    cube('Porch floor plank %02d'%i,(-2.55+i*.43,-2.37,.89),(.37,1.48,.055),wood if i%2 else wood3,bevel=.012,col='CABIN')\n# porch posts and top beam\nfor x in (-2.55,.45):\n    cube('Porch square post',(x,-2.88,2.35),(.22,.22,3.0),wood_dark,bevel=.035,col='CABIN')\ncube('Porch front beam',(-1.05,-2.88,3.78),(3.25,.24,.24),wood_dark,bevel=.035,col='CABIN')\n# sloping lean-to porch canopy: high at cabin, low at front\nporch_angle=math.atan2(.70,1.55)\nporch_len=math.sqrt(1.55**2+.70**2)\ncube('Small porch canopy',(-1.05,-2.32,3.72),(3.65,porch_len,.14),roof_mat,bevel=.025,rot=(porch_angle,0,0),col='ROOF_AND_CHIMNEY')\ncube('Porch canopy front trim',(-1.05,-3.12,3.38),(3.80,.16,.16),wood_dark,bevel=.025,col='ROOF_AND_CHIMNEY')\n# steps\ncube('Porch upper step',(-1.05,-3.10,.53),(2.10,.55,.25),wood_dark,bevel=.05,col='CABIN')\ncube('Porch lower step',(-1.05,-3.48,.36),(2.45,.45,.20),wood2,bevel=.04,col='CABIN')\n\n# ------------------------------------------------------------\n# Stone chimney, block-by-block\n# ------------------------------------------------------------\nchim_x, chim_y = 1.65, 2.10\n# shadow interior gives dark grout seen between blocks\ncube('Chimney dark core',(chim_x,chim_y,5.42),(1.05,1.05,2.35),mortar,bevel=.03,col='ROOF_AND_CHIMNEY')\nchim_mats=[stone,stone2,stone3]\nfor row in range(6):\n    z=4.50+row*.34\n    # 2x2 masonry course, slight alternating offsets\n    off=0.04 if row%2 else -0.03\n    for ix in range(2):\n        for iy in range(2):\n            x=chim_x-0.26+ix*.52 + off\n            y=chim_y-0.26+iy*.52 - off*.4\n            block=cube('Chimney stone course %02d block %02d'%(row,ix*2+iy),(x,y,z),(.49,.49,.29),random.choice(chim_mats),bevel=.035,col='ROOF_AND_CHIMNEY')\n# upper cap and opening\ncube('Chimney cap stone',(chim_x,chim_y,6.47),(1.25,1.25,.22),stone2,bevel=.06,col='ROOF_AND_CHIMNEY')\ncube('Chimney black opening',(chim_x,chim_y,6.60),(.72,.72,.035),mortar,bevel=.01,col='ROOF_AND_CHIMNEY')\n# smoke puffs, deliberately restrained\nfor i,(x,y,z,s) in enumerate([(1.62,2.10,6.95,.34),(1.78,2.16,7.45,.46),(1.55,2.02,7.98,.58)]):\n    puff=uv_sphere('Chimney smoke puff %02d'%i,(x,y,z),(s*.8,s*.75,s),smoke_mat,segments=16,rings=8,col='DETAILS')\n    puff.rotation_euler[2]=i*.7\n\n# ------------------------------------------------------------\n# Dock into the pond\n# ------------------------------------------------------------\ndock_x=3.35\n# structural rails below boards\ncube('Dock left stringer',(dock_x-.82,-4.65,.34),(.18,5.55,.28),wood_dark,bevel=.025,col='DOCK')\ncube('Dock right stringer',(dock_x+.82,-4.65,.34),(.18,5.55,.28),wood_dark,bevel=.025,col='DOCK')\n# planks with gaps and alternating warm colors\nfor i in range(10):\n    y=-2.20-i*.52\n    cube('Dock plank %02d'%i,(dock_x,y,.52),(1.72,.45,.17),wood3 if i%3==0 else (wood2 if i%3==1 else wood),bevel=.025,col='DOCK')\n# end cap and small landing against bank\ncube('Dock bank landing',(dock_x,-1.87,.54),(2.05,.42,.19),wood_dark,bevel=.025,col='DOCK')\n# pilings\nfor i,(x,y) in enumerate([(dock_x-.82,-2.25),(dock_x+.82,-2.25),(dock_x-.82,-7.05),(dock_x+.82,-7.05)]):\n    cyl('Dock piling %02d'%i,(x,y,-.12),.14,1.65,bark,verts=12,bevel=.018,col='DOCK')\n# metal cleats at dock head\nfor x in (dock_x-.55,dock_x+.55):\n    cyl('Dock iron cleat',(x,-2.02,.70),.055,.16,metal,verts=10,bevel=.01,col='DOCK')\n    cube('Dock cleat foot',(x,-2.02,.63),(.18,.12,.04),metal,bevel=.01,col='DOCK')\n\n# ------------------------------------------------------------\n# Trees\n# ------------------------------------------------------------\ndef pine_tree(name,x,y,s,rot=0):\n    # ground marker / roots\n    cyl(name+' trunk',(x,y,1.25*s),.22*s,2.5*s,bark,verts=10,bevel=.025,col='TREES')\n    # three broad tiers with clear silhouette\n    tiers=[(2.35,1.65,0.0,2.7),(3.65,1.38,.0,2.55),(4.85,1.05,.0,2.35),(5.85,.64,.0,1.75)]\n    mats=[pine1,pine2,pine1,pine3]\n    for j,(zbase,rad,r2,dep) in enumerate(tiers):\n        o=cone(name+' needle tier %02d'%j,(x,y,zbase*s),rad*s,r2*s,dep*s,mats[j],verts=14,col='TREES')\n        o.rotation_euler[2]=rot + (j%2)*.15\n    # small root flare stones\n    for j in range(3):\n        a=rot+j*2.1\n        ico(name+' root rock %02d'%j,(x+cos(a)*.32*s,y+sin(a)*.32*s,.13),(0.25*s,.18*s,.12*s),bark,1,'TREES')\n\npine_tree('Tall pine left',-6.2,2.9,1.18,.3)\npine_tree('Tall pine right',6.6,4.0,1.35,1.1)\npine_tree('Pondside pine',-6.0,-3.7,.86,2.0)\n# a smaller tree peeking behind the dock for depth\npine_tree('Small pine far shore',7.5,-2.6,.72,.8)\n\n# reeds and wildflowers near the pond edge\nfor i in range(18):\n    x=-5.8 + (i%9)*.65 + random.uniform(-.12,.12)\n    y=-2.45 + random.uniform(-.12,.12)\n    h=random.uniform(.38,.85)\n    beam_between('Shore grass blade %02d'%i,(x,y,.12),(x+random.uniform(-.10,.10),y+random.uniform(-.05,.05),.12+h),.035,grass_light,'DETAILS',.008)\nfor i,(x,y,colmat) in enumerate([(-4.9,-2.45,flower_red),(-4.3,-2.35,flower_yellow),(-3.7,-2.50,flower_red),(5.0,-2.2,flower_yellow),(5.5,-2.0,flower_red)]):\n    beam_between('Wildflower stem %02d'%i,(x,y,.1),(x,y,.55),.018,grass_light,'DETAILS',.004)\n    ico('Wildflower bloom %02d'%i,(x,y,.62),(.12,.12,.10),colmat,1,'DETAILS')\n\n# ------------------------------------------------------------\n# Warm porch lantern and scene lights\n# ------------------------------------------------------------\n# lantern hanging under porch beam\ncube('Lantern glowing glass',(.20,-2.90,2.72),(.26,.22,.42),window_glow,bevel=.045,col='DETAILS')\ncube('Lantern top',(.20,-2.90,2.96),(.34,.28,.07),metal,bevel=.02,col='DETAILS')\ncube('Lantern bottom',(.20,-2.90,2.48),(.34,.28,.07),metal,bevel=.02,col='DETAILS')\nfor x in (.20,):\n    cube('Lantern side bar',(x-.14,-2.90,2.72),(.035,.035,.40),metal,bevel=.008,col='DETAILS')\n    cube('Lantern side bar',(x+.14,-2.90,2.72),(.035,.035,.40),metal,bevel=.008,col='DETAILS')\n# little hanging chain\ncyl('Lantern hanging chain',(.20,-2.90,3.20),.025,.42,metal,verts=8,col='DETAILS')\n\ndef point_light(name, loc, energy, color, radius):\n    data=bpy.data.lights.new(name,'POINT'); data.energy=energy; data.color=color; data.shadow_soft_size=radius\n    o=bpy.data.objects.new(name,data); collections['LIGHTS'].objects.link(o); o.location=loc; return o\n\ndef area_light(name, loc, energy, color, size, target):\n    data=bpy.data.lights.new(name,'AREA'); data.energy=energy; data.color=color; data.shape='DISK'; data.size=size\n    o=bpy.data.objects.new(name,data); collections['LIGHTS'].objects.link(o); o.location=loc\n    o.rotation_euler=(Vector(target)-o.location).to_track_quat('-Z','Y').to_euler(); return o\n\npoint_light('Warm porch lantern light',(.20,-3.0,2.72),170,(1.0,.22,.035),.55)\npoint_light('Front window interior glow',(1.35,-1.50,2.65),100,(1.0,.16,.025),.5)\npoint_light('Side window interior glow',(2.70,1.42,2.6),80,(1.0,.20,.035),.5)\narea_light('Large warm sunset key',(4.0,-8.0,12.0),1050,(1.0,.38,.16),7.0,(0,0,1.8))\narea_light('Cool blue fill',(-8.0,-2.0,8.0),850,(.16,.30,1.0),8.0,(0,0,2.0))\narea_light('Soft rim from pond',(2.0,5.0,9.0),700,(.20,.38,1.0),6.0,(0,0,2.0))\n# sun for readable all-around orbit shadows\nsun_data=bpy.data.lights.new('Low warm evening sun','SUN'); sun_data.energy=1.6; sun_data.color=(1.0,.35,.12); sun_data.angle=radians(12)\nsun=bpy.data.objects.new('Low warm evening sun',sun_data); collections['LIGHTS'].objects.link(sun); sun.rotation_euler=(radians(28),radians(-28),radians(-28))\n\n# ------------------------------------------------------------\n# Camera and presentation settings\n# ------------------------------------------------------------\ndef look_at(obj, target):\n    direction=Vector(target)-obj.location\n    obj.rotation_euler=direction.to_track_quat('-Z','Y').to_euler()\n\ncam_data=bpy.data.cameras.new('Cabin presentation camera')\ncam=bpy.data.objects.new('Cabin presentation camera',cam_data)\ncollections['LIGHTS'].objects.link(cam)\ncam.location=(13.0,-18.5,10.0)\ncam_data.lens=52\ncam_data.sensor_width=36\nlook_at(cam,(0.15,-1.25,2.65))\nscene.camera=cam\n# composition slight shift upward\ncam_data.dof.use_dof=False\n\n# Metadata and render tuning\nscene['scene_title']='Warm wooden cabin beside a pond'\nscene['scene_description']='Hand-built log cabin with stone chimney, dock, pond, porch lantern, and four pine trees.'\nscene['asset_notes']='Core forms are modeled as mesh geometry for interactive GLB readability.'\nscene.render.filepath='/tmp/cabin_preview.png'\n# set camera clipping generous for orbit\ncam_data.clip_start=.1; cam_data.clip_end=200\n\n# Select cabin for convenient inspection\nbpy.ops.object.select_all(action='DESELECT')\nfor o in bpy.data.objects:\n    o.select_set(False)\n# save initial scene\nbpy.ops.wm.save_as_mainfile(filepath='/tmp/warm_cabin_pond.blend')\n\nresult={'objects':len(bpy.data.objects),'meshes':len(bpy.data.meshes),'materials':len(bpy.data.materials),'camera':cam.name,'file':'/tmp/warm_cabin_pond.blend'}"}