[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-1784226733-AJq1WhcFJF2AQQpcw743","object":"chat.completion","created":1784226733,"model":"moonshotai/kimi-k3","provider":"Moonshot AI","system_fingerprint":"fpv0_15e428e8","service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"I'll build this scene step by step: terrain with a pond, a log cabin with stone chimney, a dock, trees, lighting, and a camera. Let me start with scene setup and materials.","refusal":null,"reasoning":"Let me plan this scene:\n\n1. A wooden cabin - log cabin style with warm wood materials, gabled roof\n2. Stone chimney on the cabin\n3. A pond beside the cabin\n4. A small wooden dock extending into the pond\n5. A few trees scattered around\n6. Nice lighting - warm, maybe golden hour feel\n7. Camera composition for a good presentation render\n\nLet me start building. I'll work step by step:\n\n1. First, set up the scene basics (world, render settings)\n2. Build the ground terrain\n3. Build the cabin (log walls, roof, door, windows)\n4. Build stone chimney\n5. Build the pond (water plane with material)\n6. Build the dock\n7. Build trees (trunk + foliage)\n8. Add details: rocks, grass maybe\n9. Lighting (sun + warm sky)\n10. Camera setup\n11. Test render, iterate\n\nLet me start with the cabin. I'll use Python code via the execute_blender_code tool.\n\nFor a log cabin look, I can create horizontal logs stacked. To keep it performant, maybe use boxes with log texture, or actual cylinders. Actual cylinders will look better - log cabin with visible horizontal logs. Let me do that: front/back walls with openings for door/windows could be complex. A simpler approach: make the cabin walls from stacked cylinders (logs), and cut openings using shorter logs around windows/door.\n\nActually, for robustness and good looks in both Cycles and GLB, let me build:\n- Log walls: horizontal cylinders with slight radius variation, warm wood material\n- Gable roof: two sloped boxes with wood shingle material plus trim logs\n- Stone chimney: box with stone material (procedural bump) - for GLB maybe baked; use a stone-ish color with noise bump\n- Windows with warm emissive interior glow (looks great at dusk) - glass + emissive behind\n- Door\n- Pond: a depression in terrain with water plane (glass-ish material with slight wave)\n- Dock: planks on posts extending into pond\n- Trees: a few conifer/pine trees (cones stacked) plus maybe a deciduous tree with icospheres\n- Ground: large terrain with grass color, slight displacement, path of stones\n- Details: rocks near pond, cattails maybe, fence?\n\nLighting: warm sunset sun, sky with warm tone (Nishita or gradient). Maybe add warm point lights in windows.\n\nCamera: 3/4 view showing cabin, pond in foreground with dock, trees framing.\n\nLet me write the code in steps. I'll be careful with performance — Cycles at 64 samples, 1536x1536.\n\nLet me start.\n\nStep 1: Clear scene, set up world and render engine preview settings.\n\nI'll write helper functions for materials.\n\nLet me think about the composition:\n- Cabin at around (0, 2, 0) area, facing toward -Y/+X? Let's put cabin facing the pond. Pond in front of cabin (to the -Y side, i.e., toward camera). Camera at around (14, -16, 8) looking at cabin/pond area.\n- Pond: ellipse centered around (-2, -8), size ~ 10x7.\n- Dock from cabin side into pond.\n- Trees: a couple behind cabin, one or two near pond edges.\n\nTerrain: a big plane, maybe 60x60, with a dip for pond. Simpler: create terrain via grid mesh with a depression where pond is. Or just place pond water plane slightly below a \"rim\" and add a beach ring. Simplest robust approach: large ground plane at z=0, pond area: create a basin mesh (a disc lowered) and water plane at z=0.05 with ground around having a hole? A hole is complex. Alternative: put water slightly recessed with a sand/dirt rim ring around it, so it reads as a pond. Actually easiest: make ground plane with a shallow depression modeled by a separate \"basin\" mesh: a UV sphere flattened dark mud under the water plane. Water plane is semi-transparent so basin visible below. The ground plane covers everything at z=0; water plane at z=-0.1 would be under ground... Hmm.\n\nBetter: build terrain as a mesh where I displace down within pond ellipse. Use a grid mesh (subdivided plane 60x60 with, say, 128x128 verts via bmesh or numpy). Set z = depression function based on distance to pond center, plus gentle noise. Then water plane (circle) at z = -0.25 within pond. That gives real pond. Good for both render and GLB (simple meshes).\n\nTerrain material: grass green with slight noise variation, darker near pond (mud). Use vertex colors or procedural based on geometry position. For GLB compatibility, vertex colors export fine. Maybe simpler: single grass material with noise texture (bake may handle). I'll use a Noise-based color ramp mixing greens; plus a separate mud ring mesh around pond edge? Could assign material by vertex weight: create vertex group for mud near pond and blend? Simpler: two materials on terrain, assign faces whose center is near pond edge to mud material. Face assignment exports to GLB fine.\n\nTrees: pines made of cones with dark green material + trunk cylinders. Deciduous: trunk + 3-4 icosphere blobs. Use a few variations, place 5-7 trees (\"a few trees\").\n\nCabin details:\n- Foundation: stone base box.\n- Logs: horizontal cylinders along X for front/back walls, along Y for side walls. Log radius ~0.14, length to wall length. Alternate interlocking at corners (extend slightly beyond corner alternating).\n- Front wall has door and window openings: build logs with gaps: full logs below window sill, split logs beside window, full logs above. This is doable: define opening intervals along wall length; for each log height, compute segments excluding opening ranges.\n- Roof: gable. Two slabs (boxes) sloped, with overhang. Plus ridge log, purlins. Roof material: dark brown shingles or warm red-brown. Maybe add slight shingle texture via bump.\n- Gable ends: triangle walls — use mesh prisms with horizontal log-like planks or just wood planks.\n- Chimney: stone box tapering, on one gable end, extends above roof. Stone material with noise bump. Add a cap stone and maybe smoke? Smoke via volumetric would be render-only; maybe skip or add subtle smoke column with volumetric material in Cycles — could look nice but risky. Maybe add a light smoke using a mesh with principled volume — Cycles fine. I'll consider adding subtle smoke. Actually keep it optional at end if time permits.\n- Windows: frame boxes + emissive warm glass (warm light inside). Add interior point light for glow spill.\n- Door: wooden planks + handle.\n- Porch? Maybe small porch with a couple posts and a step. Could add nice detail: a small porch overhang in front of door. Keep simple: a step and a lantern beside door (emissive).\n- Firewood stack beside cabin: small cylinders stacked — nice detail.\n\nDock: posts (cylinders) into water, plank deck (boxes with gaps), maybe a small bench or a moored rowboat? Rowboat could be nice but complex; maybe a simple rowboat made from a scaled sphere cut... skip boat, add a crate or rope post. Keep dock nice: ~2.5m long, 1.2m wide, planks along length.\n\nPond: water material — Principled BSDF: Transmission 1, roughness 0.05-0.15, IOR 1.333, slight blue-green tint. For GLB, transmission may export okay (alpha blend?). GLB might make it transparent-ish. Fine. Add slight ripple via Noise bump. Under water: dark mud basin already part of terrain depression. Maybe add a few rocks at edges and lily pads (flat discs) — nice touch. A couple of cattails (cylinder stem + capsule brown head) near dock.\n\nRocks: icospheres with random scale, gray material, a few around pond and near cabin foundation.\n\nGrass tufts: could scatter via geometry — maybe small crossed planes? That's a lot of geometry; maybe scatter ~100 small tufts as instanced ico/cones. Keep moderate. Or use a particle system (render-only, not in GLB). For GLB readability, better to have actual mesh tufts but limited count near camera. I'll add simple tufts: small cone clusters in a few spots, and rely on ground texture elsewhere.\n\nPath: flat stones from cabin door to dock: squashed cylinders gray.\n\nSky/world: use Sky Texture (Nishita) with sun elevation low (~10-15°), warm. Or simple gradient background + sun lamp. Nishita sky works in Cycles and looks good. For GLB, world doesn't matter much. Add sun lamp aligned with sky sun.\n\nColor management: use AgX (Blender 4.x) or Filmic, with medium-high contrast look.\n\nFog/atmosphere: slight mist over pond via volumetric cube? Might slow render. Skip or very subtle. Maybe add a big volume cube with very low density (0.002) for atmosphere depth. Cycles handles okay. Optional.\n\nCamera: place to capture cabin + pond + dock + trees. Something like location (13, -15, 6.5) lens 45-50, target at (0, 1, 2).\n\nRender settings: Cycles, 1536x1536, 64 samples, denoise on. GPU if available — the benchmark does final render; I just set scene. I'll also do my own test renders at lower res/samples.\n\nLet me also add warm interior light, window emissive planes.\n\nPlan code steps:\n1. Setup: clear scene, render settings, world sky, sun, helpers (material functions, mesh helpers).\n2. Terrain with pond depression + materials (grass/mud).\n3. Water plane.\n4. Cabin: foundation, logs, gables, roof, chimney, door, windows, porch step, lantern, firewood.\n5. Dock + rocks + lily pads + cattails.\n6. Trees (pines + one deciduous) + grass tufts + path stones.\n7. Lights: sun angle, interior point lights, camera.\n8. Test render thumbnail, screenshot, adjust.\n9. Save file.\n\nLet me write robust code. Use mathutils. I'll define helper to create box via bpy.ops.mesh.primitive_cube_add and set scale/apply? For export fine without applying. But bevels: add bevel modifiers? Modifiers export to GLB only if applied (exporter applies modifiers usually). The GLB exporter applies modifiers by default. Fine.\n\nBe careful about booleans — avoid; use segment approach for logs.\n\nLog cabin construction details:\n- Cabin footprint: width X = 6 (front along X), depth Y = 5, walls from z=0.3 (on foundation) up to ~3.0, gable up to 4.6.\n- Foundation: box 6.4 x 5.4 x 0.5 at z=0.25, stone gray.\n- Log radius r = 0.15, spacing 0.27 (slight overlap). Number of log courses: from z0=0.55 to wall top 3.0: n = (3.0-0.55)/0.27 ≈ 9 courses.\n- Front wall (y = -2.5) faces pond (-Y). Door opening: x in [-0.5, 0.5], z from 0.55 to 2.35. Window openings front: x in [1.8,3.0]... wait wall half-length 3. Let me set: door center x=-0.9? Let's do door at x=-1.2 (width 1.1), window at x=1.6 (width 1.4). Side walls: window each centered, width 1.4.\n- For each course z, for each wall, build log segments avoiding openings when log z within opening z-range.\n- Openings z-range: door: 0.55–2.3; windows: sill 1.2 to top 2.3.\n- Corner interlock: logs along X extend beyond corner alternating: even courses X-logs extend 0.3 beyond, odd courses Y-logs extend. Simplify: extend both by small amount alternately.\n\nWindows: recess a frame: 4 thin boxes frame + glass plane emissive warm + cross muntins.\n\nGables: triangular prism mesh at front/back from z=3.0 to ridge 4.7. Fill with vertical plank material or horizontal small logs. I'll make a mesh triangle prism with wood material, and add a few horizontal trim boards.\n\nRoof: slope from ridge z=4.7 down to eaves z=3.0 at y=±(2.5+0.7 overhang). Two boxes rotated about X axis. Angle: dy from 0 to 3.2, dz from 4.7 to 2.85 (eave slightly below top log 3.0 for overlap): slope length sqrt(3.2² + 1.85²) ≈ 3.7. Angle = atan2(1.85,3.2) ≈ 30°. Box dimensions: width X = 7.2 (overhang gables by 0.6 each), thickness 0.12, length 3.7+0.4. Position accordingly. Add ridge cap log cylinder along X at top. Also add purlin ends visible under eaves maybe — skip.\n\nRoof material: dark warm brown with slight roughness variation; maybe shingle stripes via Wave texture bump. Keep procedural noise bump.\n\nChimney: at gable end x = +3.0 (right side), actually place at x=+2.2, on the roof slope... Classic: chimney on gable end exterior: at x = 3.0+0.35, centered y=0, from ground z=0 up to 5.6 (above ridge 4.7). Stone box 0.9x0.9, taper slightly: use two stacked boxes or a mesh taper. Add cap: slightly larger slab at top, and flue hole dark. Smoke: optional volume.\n\nLet me add subtle smoke: a vertical series of metaballs? Not exportable but render-only okay... Actually metaballs might not export; fine. Simpler: skip smoke, or add a cylinder with volume scatter+absorption, density noise. I'll add a small volume cube above chimney with low density Noise-driven via Texture Coordinate → Noise → ColorRamp → density. Cycles only. Might look nice. Risk: renders slow with volume; keep density low and bounds small. I'll try; if problematic, remove.\n\nInterior: put a warm point light inside cabin + emissive windows; door slightly open? Keep door closed with warm lantern beside.\n\nLantern: small post + emissive box/sphere, warm point light nearby. Nice at dusk.\n\nSun: warm color (1.0, 0.75, 0.5)ish, strength 3, angle for long shadows. Sky: Nishita, sun elevation 12°, rotation to backlight cabin nicely. Warm dusk ambiance.\n\nPond position: center (-1.5, -8.5), radius x 6.5, y 4.5 — in front of cabin (front is -Y). Dock from cabin front (y=-2.5) extending to pond... distance from cabin front to pond edge: pond edge at y = -8.5+4.5 = -4.0. So shore at y≈-4. Dock from y=-4.2 to y=-7.0 (3m into water). Dock x ≈ -1.0 (in front of door-ish; door at x=-1.2). \n\nPath stones from door (x=-1.2, y=-2.5) to dock start (x=-1.0, y=-4.2): place ~4 flat stones.\n\nTerrain: 70x70 plane, grid 100x100 verts. z = f(x,y): base gentle noise (0.3 amplitude low freq) + pond depression: d = ((x+1.5)/6.5)² + ((y+8.5)/4.5)²; if d<1: z -= 1.2*(cos smooth)... smooth depression: z = -1.4*(1-d)² for d<1 with smooth transition. Also raise far edges slightly? Keep simple. Add small noise except in pond.\n\nTerrain materials: grass (green, noise), mud ring (where near pond, faces with center within d<1.15 → mud brown). Underwater deeper = darker mud. Same material assignment approach.\n\nWater: circle mesh radius covering d<1 area: ellipse 6.5x4.5 at z=-0.22. Use a disc with some subdivisions for slight wave displacement? Just flat plane with bump noise in material. Good.\n\nAlso add a second \"wet sand\" ring? The mud material covers.\n\nTrees placement:\n- Pines: (-7, 3), (-9, -2), (6, 4.5), (8.5, -1), (-4, 7) behind cabin; a couple near pond: (7.5, -6.5) medium, (-8, -7). Heights 5-8.\n- One deciduous near pond right side (5.5, -4.5) with autumn-orange foliage? Warm fall colors could be gorgeous with warm light. Maybe mix: mostly green pines + one golden-orange deciduous (like a birch/maple) — adds warm accent. \n\nGrass tufts: scatter ~150 small 3-blade cones near camera area avoiding pond and cabin. Use one mesh object with all blades joined? For GLB fine. Simpler: create tuft mesh via bmesh combining several cones, then instance? Just create a collection of joined geometry once. I'll generate all tufts into a single mesh using bmesh or from_pydata. Keep counts low: 120 tufts * 5 blades * (4 verts + faces) tiny.\n\nReeds/cattails at pond edge: ~8 spots near dock and far edge: stem cylinder (thin, 1.2 tall) + brown capsule head (scaled UV sphere). Join into one object.\n\nLily pads: 6 discs (flattened cylinders, green) floating at z=-0.2 scattered on pond + one small flower (pink ico). \n\nRocks: ~7 icospheres scaled, gray with noise bump, at pond edge and near foundation.\n\nFirewood stack: at cabin side x=-3.2? Side wall at x=±3. Stack at (-3.8, 0.5): rows of small cylinders horizontal. ~12 logs.\n\nBench on dock? small: two posts + plank seat. Add simple bench.\n\nRowboat? skip.\n\nPorch: maybe small awning over door: two slanted posts + small slab roof. Nice touch: at door (x=-1.2, front y=-2.5): posts at (x=-1.9/-0.5, y=-3.6), slab from y=-2.5 to -3.9 sloped slightly. Adds cabin charm. Do it.\n\nWindow shutters? maybe simple frames suffice.\n\nGable trim: add bargeboard along roof edges (thin boxes along slope at front/back) — nice detail.\n\nBirds? skip.\n\nNow materials (Principled):\n- wood_log: base color warm brown (0.35,0.18,0.08) with Noise→ramp variation (0.25-0.45 value) roughness 0.7, bump from noise. Add Wave texture bands along log? Per-object coords vary; fine.\n- wood_plank (roof, dock, door): darker/lighter browns.\n- roof: (0.22,0.1,0.06) roughness 0.8 with wave bump stripes.\n- stone: gray (0.3) with Noise ramp gray variation + strong bump. Colors slightly warm gray.\n- grass: (0.15,0.28,0.08) noise to (0.1,0.2,0.05); roughness 0.9.\n- mud: (0.16,0.11,0.06).\n- water: transmission 1, base slight teal (0.05,0.15,0.15), roughness 0.08, IOR 1.333; bump tiny noise scale high.\n- glass warm emissive: emission (1.0,0.55,0.2) strength 4 + slight transmission? Just emission mixed with glossy? Simple: Emission shader strength 3 warm. In GLB exports as emissive — good.\n- foliage pine: dark green (0.05,0.14,0.05) rough noise.\n- foliage autumn: (0.55,0.25,0.05)-ish.\n- rock: gray.\n\nWorld: Nishita sky texture: sun_elevation 10°, sun_rotation such that sun comes from front-left (warm rim on cabin front). Actually want front of cabin lit warmly: camera at (13,-15,6.5) looking NW-ish... front of cabin faces -Y (south). Put sun in south-west: direction from (-0.5,-1,0.2)-ish. I'll set sun rotation manually and match Nishita rotation approximately.\n\nSky strength: Nishita background strength ~1.0; plus sun lamp strength ~3-4 for defined shadows. Dusk ambience: maybe lower sky to 0.6 and sun warm.\n\nAdd subtle warm point lights: inside cabin (strength 60W warm), lantern (30W), maybe one on dock post lantern (20W). Gives evening coziness.\n\nVolumetric: world volume skip; local mist over pond: cube (pond area, z -0.2..0.8) with Principled Volume density 0.015 driven by noise — nice god-ray-ish mist. Render cost moderate. I'll include; can remove if too slow/noisy. Also chimney smoke volume. Let me include smoke, skip mist maybe. I'll test render and decide.\n\nCamera: DOF slight? Keep everything in focus (f/8). Set target empty at (0,0.5,2.2).\n\nResolution for final: they'll override to 1536x1536 anyway; set square.\n\nNow write code. I'll do it in several execute_blender_code calls, checking results. Let me be careful with Blender version: likely 4.x. Use `bpy.data.materials`, Principled inputs names changed in 4.0: 'Base Color', 'Roughness', 'IOR', 'Alpha', 'Transmission Weight', 'Emission Color', 'Emission Strength', 'Coat Weight'. I'll use helper that tries both names.\n\nFor Nishita: world node tree with ShaderNodeTexSky (sky_type 'NISHITA'), sun_elevation, sun_rotation, altitude. Connect to Background.\n\nLet me start coding.\n\nStep 1 code: clear + helpers + materials + world + render settings. Then verify no errors. Use `result` dict to return info.\n\nI'll write a big helper block first. Because each tool call executes in same live Blender, functions defined in one call's exec namespace may not persist? The code runs via exec in some namespace — likely each call fresh. Safer: redefine helpers when needed, or store in bpy.app.driver_namespace, or build everything in fewer large calls. I'll store helpers in a module-level dict: `import bpy; ns = bpy.app.driver_namespace; ns['helpers']=...`. Simplest: do the build in a handful of self-contained calls where each call redefines small helpers (create_box etc.) as needed. Or attach helper functions to bpy.types? Eh. I'll just include helper definitions at top of each call — compact helpers.\n\nLet me draft the code carefully.\n\nCommon helpers:\n\n```python\nimport bpy, math, random\nfrom mathutils import Vector, Matrix\n\ndef mat_principled(name, color, rough=0.6, metallic=0.0):\n    m = bpy.data.materials.get(name) or bpy.data.materials.new(name)\n    m.use_nodes = True\n    bsdf = m.node_tree.nodes.get('Principled BSDF')\n    bsdf.inputs['Base Color'].default_value = (*color,1)\n    bsdf.inputs['Roughness'].default_value = rough\n    return m\n\ndef box(name, loc, scale, mat=None, bevel=0.0, rot=(0,0,0)):\n    bpy.ops.mesh.primitive_cube_add(location=loc, rotation=rot)\n    o = bpy.context.active_object\n    o.name = name\n    o.scale = (scale[0]/2, scale[1]/2, scale[2]/2)\n    bpy.ops.object.transform_apply(scale=True)\n    if bevel>0:\n        mod = o.modifiers.new('bev','BEVEL'); mod.width=bevel; mod.segments=2\n    if mat: o.data.materials.append(mat)\n    return o\n\ndef cyl(name, loc, radius, depth, mat=None, rot=(0,0,0), verts=16):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc, rotation=rot)\n    o = bpy.context.active_object; o.name=name\n    if mat: o.data.materials.append(mat)\n    return o\n```\n\nRotation for horizontal cylinder along X: rot=(0,pi/2,0); along Y: rot=(pi/2,0,0).\n\nShade smooth for cylinders/cones/spheres: set polygons smooth.\n\nNoise material helper:\n\n```python\ndef noise_mat(name, c1, c2, scale=5, rough=0.7, bump=0.3):\n    m = bpy.data.materials.new(name); m.use_nodes=True\n    nt = m.node_tree; bsdf = nt.nodes['Principled BSDF']\n    tex = nt.nodes.new('ShaderNodeTexNoise'); tex.inputs['Scale'].default_value=scale\n    tex.inputs['Detail'].default_value=4\n    ramp = nt.nodes.new('ShaderNodeValToRGB')\n    ramp.color_ramp.elements[0].color=(*c1,1); ramp.color_ramp.elements[1].color=(*c2,1)\n    nt.links.new(tex.outputs['Fac'], ramp.inputs['Fac'])\n    nt.links.new(ramp.outputs['Color'], bsdf.inputs['Base Color'])\n    bsdf.inputs['Roughness'].default_value=rough\n    if bump>0:\n        b = nt.nodes.new('ShaderNodeBump'); b.inputs['Strength'].default_value=bump; b.inputs['Distance'].default_value=0.2\n        nt.links.new(tex.outputs['Fac'], b.inputs['Height'])\n        nt.links.new(b.outputs['Normal'], bsdf.inputs['Normal'])\n    return m\n```\n\nGenerated coordinates default for texture — fine.\n\nTerrain build: use bpy.ops.mesh.primitive_grid_add? There's `bpy.ops.mesh.primitive_grid_add(x_subdivisions=..., y_subdivisions=..., size=...)`. Then displace verts via python loop over mesh verts (after apply? Grid object vertices accessible via o.data.vertices, coordinates local). I'll set z in local coords (plane at z=0 local). Function:\n\n```python\ndef terrain_z(x,y):\n    # pond depression\n    px,py=-1.5,-8.5; rx,ry=6.5,4.5\n    d=((x-px)/rx)**2+((y-py)/ry)**2\n    z=0.0\n    # gentle noise\n    z += 0.25*math.sin(x*0.35)*math.cos(y*0.3) + 0.15*math.sin(x*0.9+1.7)*math.cos(y*0.7+0.6)\n    if d<1.0:\n        dep=1.6*(1-d)**2  # smooth bowl\n        z-=dep\n        # flatten noise underwater\n    return z\n```\n\nBut noise near shore should smoothly reduce: multiply noise by min(1, max(0,(d-0.9)*3)) hmm. Simpler: scale noise factor = clamp((d-0.8)/0.4,0,1). Underwater flat.\n\nAlso maybe add gentle hill far away: z += max(0, (r-20))*0.03? skip.\n\nGrid 70 size, subdivisions 120 → 120x120=14400 verts, fine. Actually primitive_grid_add x_subdivisions is number of cuts? In Blender, primitive_grid_add(x_subdivisions=101) gives 101x101 verts? I think x_subdivisions = number of vertices along axis? Docs: \"x_subdivisions – Number of subdivisions along X\" — it creates that many verts per side? Let me just set 120 and check len(verts). Or safer: build via from_pydata with numpy-like loops. I'll do from_pydata for control.\n\nThen assign material index per face: mud if face center within d<1.12 or z<-0.05 else grass. Two materials appended; set polygon.material_index.\n\nSmooth shading terrain: yes, plus maybe Subdivision? no.\n\nWater: create ellipse disc: primitive_circle_add(vertices=64, radius=1, fill_type='NGON') scale (6.3,4.3) at (-1.5,-8.5,-0.22). Slight overlap under terrain edges: terrain at d=1 has z≈0 minus small; water at -0.22 below shore z=0 — shore gap? At d=1, terrain z=0; water edge at d=1 z=-0.22; the terrain smoothly dips below water near d where z_terrain < -0.22 → waterline at that contour. Good, water disc radius slightly beyond where terrain is above water: at edge of disc (d≈1) terrain is above water (z=0 > -0.22) so water edge tucks under terrain. \n\nCabin logs: write function build_wall(axis, fixed_coord, length, z_start, z_end, openings) where openings = list of (a0,a1,z0,z1) along wall axis. For each course i, zc = z_start + i*step; segments = subtract openings (where zc in [z0,z1]) from [−L/2, L/2]. Add logs (cyl along axis) for each segment. Corner extension: alternate extend X-wall logs by 0.35 at each end on even i, Y-wall logs on odd i.\n\nCabin origin: place cabin center at (0.5, 1.5)? Earlier I said cabin at y≈+1.5, front at y=-1.0? Let me define cabin center C=(0.5, 2.0); width 6 (X: -2.5..3.5), depth 5 (Y: -0.5..4.5). Front wall y=-0.5 facing pond (pond center y=-8.5, edge y=-4). Distance front→shore = 3.5m — yard for path + a bit of grass. Door at x=0? Let me center door x=0.5? Hmm keep cabin centered x=0.5 to leave more room on left for wood stack. Actually simpler: cabin center (0,2), width 6: X -3..3, Y -0.5..4.5. Door at x=-1.0 front. Window front at x=1.7. Side windows centered y=2 at x=±3.\n\nRidge along X (front/back gables? No—gable ends at x=±3 means ridge along X; front wall is eaves side). Chimney on gable end x=+3 exterior. Fine. Roof slabs slope in ±Y directions, ridge line along X at y=2, z=4.7. Front eave overhang toward pond: nice porch-ish shadow.\n\nGable triangles at x=±3 (vertical planes), from z=3.05 up to 4.7, base width 5 (y -0.5..4.5).\n\nRoof slope: eave at y=-0.5-0.8=-1.3 (front) and y=4.5+0.8=5.3 (back), z_eave=2.95. Ridge at y=2, z=4.75. dy from ridge to eave: 3.3; dz=1.8; slope angle atan(1.8/3.3)=28.6°, slope length sqrt(3.3²+1.8²)=3.76.\n\nRoof slab: box width X 7.4, thickness 0.14, length 3.9, rotated about X by ±angle, centered at (0, 2±(3.3/2), (4.75+2.95)/2) minus slight. Compute: for front slab (y<2): rotation about X axis by angle θ where θ = atan2(1.8,3.3) ≈ 28.6°? Box local Y along slope. Rotation_euler x = +θ or -θ depending side. I'll compute positions in code with vectors to avoid sign confusion: create slab via box then set rotation_euler and location from computed center; the slope direction sign determines rot. Let me compute: front slab spans from ridge (y=2,z=4.75) to eave (y=-1.3,z=2.95). Direction d=(dy=-3.3, dz=-1.8). The slab's local Y axis should align with d. Rotating box about X by angle a maps local Y (0,1,0) to (0,cos a, sin a). Want (cos a, sin a) ∝ (-3.3,-1.8)/3.76 → cos a = -0.878, sin a=-0.479 → a = atan2(-0.479,-0.878) ≈ 180+28.6 = 208.6° or equivalently a = π + 0.499. Fine—code computes a=math.atan2(dz,dy).\n\nRidge cap: cylinder along X at (0,2,4.78) r=0.12 length 7.5.\n\nBargeboards: thin boxes along gable slope edges at x=±3.05, following roof line: slope from (y=2,z=4.75) to (y=-1.3?, z=2.95) — barge at gable ends x=±(3+0.05): angle same as roof, thin box 0.18 wide. Optional; add.\n\nGable wall: mesh prism: vertices at (±0.06 thick): triangle (y=-0.5,z=3.0),(y=4.5,z=3.0),(y=2,z=4.72). Build front & back face + sides. Use from_pydata with 6 verts prism. Material wood planks vertical — just wood_mat. Add 3 horizontal trim boards on gable for log look? skip; gable often plank-sided.\n\nUnder-gable: top log at z≈2.95 across — logs go up to 3.0.\n\nPurlins: cylinders under roof at z ~3.9 along Y at x=±1.5? Hidden mostly; skip.\n\nFloor/threshold: door sill stone.\n\nDoor: at front wall y=-0.5, opening x -1.55..-0.45 (width 1.1), z 0.55..2.35. Door slab: box at y=-0.52, x=-1.0, size 1.06 x 0.1 x 1.75, dark plank + frame trim + small handle sphere. Door slightly recessed.\n\nWindows: front window at x=1.7 (center), opening 1.4 wide (1.0..2.4), z 1.25..2.35. Frame: 4 boxes forming border thickness 0.1, depth 0.12 at y=-0.5±. Glass: plane at y=-0.5 emissive warm. Muntins: vertical+horizontal thin bars. Side windows same at x=±3, y=2, openings in Y direction 1.4 (y 1.3..2.7).\n\nInterior glow: point light at (0,2,1.8) energy 80W color (1,0.6,0.3) radius. Also emissive planes behind openings emit in Cycles. Windows emissive material: Emission shader color (1,0.55,0.25) strength 6. In GLB, emissive exports (as unlit) — okay.\n\nChimney: x=3.0+0.55=3.55? Gable end at x=3. Chimney exterior: center x=3.0+0.45=3.45, y=2.0, from z=0 to 5.5. Taper: base 1.1x1.1 up to z=3.5, then 0.85x0.85 to 5.5, cap slab 1.1x1.1x0.15 at 5.55, flue dark box 0.4x0.4x0.1 at 5.6 dark. Stone material. Slight batter taper optional—two-box approach fine. Must intersect roof slope: at x=3.45 roof still there (roof spans x -3.7..3.7) — chimney passes through roof near eave at gable edge... Roof slope at y=2 is ridge (highest) — chimney at y=2 pokes through ridge end region. It's exterior gable-end chimney: place at x=3.45 fully outside wall (wall at x=3). Roof overhang in X is ±3.7 → roof covers chimney partially; chimney through roof is fine visually since it extends above ridge (5.5 > 4.75). OK good — but visually chimney adjacent to gable end, roof eave edge near it; acceptable.\n\nAlternatively place chimney along back wall slope—more complex flashing. Gable-end chimney is classic. Good.\n\nSmoke: cylinder above chimney z 5.6..9, radius 0.5, Principled Volume density from Noise (scale 2, distortion) multiplied by gradient? Keep density 0.08 * noise. Might look blobby; use ColorRamp to fade top. I'll attempt; verify in render; remove if ugly.\n\nPorch awning over door: posts at (x=-1.75 and -0.25, y=-1.6) radius 0.09 from z=0 to 2.6; slab from y=-0.55 to -1.9, x -2.0..0.0, thin box sloped slightly (front edge z 2.45, back 2.65). Wait front wall at y=-0.5; posts at y=-1.6. Slab rot about X small angle. Add two diagonal braces maybe skip.\n\nStep stone at door: flat box 1.2x0.8x0.15 at (-1.0,-1.0,0.45)? Ground z≈0 with noise; door sill at z=0.55. Add two steps: boxes z 0.15 & 0.35 heights. Terrain height at door ~ z(−1,−0.8)≈ small. Steps: box1 (-1.0,-1.05,0.3) size (1.2,0.5,0.25); box2 (-1.0,-1.5,0.15) size (1.2,0.5,0.2). fine.\n\nLantern: post beside door at (0.2,-1.0): small cylinder pole h 1.6? Wall-mounted: small box bracket on wall + lantern box (0.18³) with emissive amber glass + point light small energy 15W. Place at (0.35,-0.62,2.2)? beside door top. Simpler: hang from porch slab: at (-1.0,-1.3,2.2) lantern sphere emissive + point light. Do hanging lantern under porch: cute.\n\nDock: start shore y=-4.1 to y=-7.2 (3.1 long), width 1.3, x centered -0.6 (path from door x=-1 to dock x=-0.6). Posts: 4 cylinders r0.09 at (x=-1.15/-0.05, y=-4.6/-6.9) from z=-1.2 to 0.75 (deck at 0.55). Deck planks: boxes 1.3 x 0.28 x 0.07 at z=0.58, spaced 0.33 along y from -4.15 to -7.15 → ~9 planks. Slight random y-offset/rotation for rustic. Support beams under: two boxes along y at x edges z=0.5. Bench at end: seat box 1.1x0.35x0.06 at z=1.0? plus legs. Maybe add mooring post + coiled rope (torus) — torus flattened on deck: nice. Add lantern post at dock end: pole + emissive lantern + point light → reflections in water! Lovely.\n\nDock planks weathered gray-brown wood.\n\nRowboat? skip (time).\n\nTrees:\nPine function: trunk cyl r0.15h*..., 3-4 cones stacked (r decreasing 1.6→0.5, heights), dark green. Slight per-tree scale/hue variation via material variants (2-3 mats).\nDeciduous: trunk (cyl slightly tapered—use cone r1 0.18 r2 0.12 h 2.2) + 3 icospheres (radius 1.2-1.6) offset, autumn orange material with noise.\n\nPositions (check not blocking camera view of cabin; camera from front-right (13,-15). Cabin front-right area should stay open. Trees: back-left (-6,6), left (-7.5,1), right back (6.5,5.5), right mid (8,0.5), near pond left (-7,-6), far right of pond (6,-7.5) small, plus deciduous at (4.5,-4.8) right of dock (frames nicely, keep smallish), and maybe one tall pine behind-right (9,3). 6-8 trees total.\n\nWatch occlusion: from camera (13,-15,6.5) toward cabin (0,2): trees at (8,0.5) and (6.5,5.5) might occlude cabin right side/chimney; place right-side trees further out (x>8.5) or behind cabin (y>5). I'll tune after screenshot.\n\nGrass tufts: random in radius 20 excluding pond (d<1.15), cabin footprint (|x|<3.6, -0.9<y<4.9), dock strip, path. 150 tufts, 5 blades each: blades = small cones (r 0.02-0.035, h 0.18-0.3) tilted randomly. Join all into one mesh via bmesh? Building 750 cones via ops is slow (~750 ops calls, maybe 10-20s). Better: from_pydata: for each blade create 5 verts (4 base + tip) 4 triangles... A cone as 4-sided pyramid: 5 verts, 6 faces (4 sides + base optional). 750*5=3750 verts fine. Build arrays in python, single mesh. Material grass blade green slight variation—single mat.\n\nCattails: ~10 clumps at pond edge around angles avoiding dock front view; each: 3-5 stems (thin cyl h 1.0-1.4) + head (capsule: UV sphere scaled (0.05,0.05,0.18) brown) + couple long leaves (thin boxes?) skip leaves. Build via ops loops (~50 objects? join). Use from_pydata too? Simpler: create one stem mesh and one head mesh, then use linked duplicates (object.copy()) — many objects okay (~60). Or join at end into one object per type. Manageable: create stem template + head template, then duplicates, join all cattails into \"Cattails\" object at end via ops join (needs context). Alternatively keep as separate objects named CC_001... fine for scene. But GLB many objects fine.\n\nActually simpler: build cattails with from_pydata as well? Cylinder math manually is easy: 8-gon stem: verts at z0,z1; head as stretched octahedron-ish: use two rings + caps. Eh—use ops + join.\n\nRocks: 8 icospheres subdiv 1-2, random scale 0.3-0.8, squash z, random rot, gray noise mat. Place pond edge angles & near chimney & randomly.\n\nLily pads: 7 flattened cylinders (r 0.18-0.3, h 0.02) at z=-0.19 (slightly above water -0.22), dark green; one lotus flower: 6 pink \"petals\" (scaled spheres) — or simple pink icosphere small. Keep simple: small pink cone cluster? A tiny pink UV sphere squashed reads as flower bud. OK.\n\nPath stones: 5 flattened irregular cylinders (vertices 7, r 0.35-0.5, h 0.08) from door steps (x=-1,y=-1.8) to dock start (-0.6,-4.1): positions lerp with jitter, z≈0.06 (follow terrain z approx 0). Gray stone mat.\n\nFirewood: at left side wall x=-3.6, y=1..2.4: stack cylinders (r 0.09, depth 0.8) axis Y? Logs stacked horizontally against wall: axis along Y, rows: 5 bottom,4,3 at z 0.35,0.53,0.71, x=-3.5. Add two end posts. Wood end material vs bark — single log mat fine + maybe end discs lighter (skip).\n\nFence? skip.\n\nBackground interest: distant treeline? Add ring of large simple pines at r 25-32? They'd fill horizon nicely in render. ~10 distant pines simplified (2 cones) dark. Cheap. Also slight ground rise far. OK add 8 distant pines.\n\nClouds? Nishita has none; fine. Could add few big fluffy cloud meshes? skip.\n\nBirds: two simple \"V\" shapes? skip.\n\nLighting rig:\n- Sun: rotation to come from southwest front-left of camera... Camera at (13,-15): looking direction toward (0,2) is (-13,17) → looking northwest. Cabin front faces -Y (south). For warm light on front facade + right side (camera sees front + right/east side x=+3 with chimney), sun from south-southeast: direction pointing from (5,-8,4) toward origin-ish → sun at azimuth ~ southeast. Sun object rotation: point light direction -Z local; set rotation_euler = (radians(25), 0, radians(-35))? Easier: create sun, use rotation via tracking: sun_dir vector from sun position to target; set rotation with Quaternion track. I'll compute: place \"Sun\" with rotation_euler such that its -Z points along desired direction d (light travel direction). Use `direction.to_track_quat('-Z','Y')`. d = normalize(target - sun_pos). Sun pos: (10,-18,10)*k? That gives elevation atan(10/sqrt(10²+18²))≈26° — dusk lower: sun pos (12,-20,7): elevation ~17°. Warm color (1.0,0.62,0.38), strength 3.5, angle 0.03 rad softness? sun angle property `angle` default 0.009; set 0.05 for soft shadows.\n- Sky Nishita sun_elevation radians(14), sun_rotation matching azimuth: Nishita sun direction: rotation about Z from +X? sky sun_rotation rotates sun in azimuth; with sun at southeast-ish... exact match not critical (sky sun disc position vs lamp shadows). Try align roughly: sun azimuth: position (12,-20) → direction to origin (-12,20) meaning light travels toward +X? The visible sun disc in sky is in direction of the sun position from origin: azimuth = atan2(-20,12) ≈ -59° (i.e., 59° south of +X east? in Blender atan2(y,x)). sun_rotation param measured from... I'll set sun_rotation = atan2(sun_y, sun_x) - pi/2? Not sure of offset; minor. Set sky sun_elevation 15°, rotation pick so bright region near where lamp is: test via render.\n\nAlso add faint cool fill: big area light? Nishita provides fill. Maybe add weak blue-ish area from north to soften shadows: area light energy 300, size 10, color (0.6,0.7,1.0) at (-10,10,12)? Could help shadow readability. Optional small.\n\nPoint lights: interior (0,2,1.9) 60W warm; dock lantern (−0.6,−7.0,1.5) 25W; porch lantern (−1,−1.35,2.2) 20W. Names.\n\nColor management: view_transform 'AgX', look 'AgX - Medium High Contrast' (in 4.x look names like 'AgX - Medium High Contrast'? Actually looks: 'None','AgX - Very Low Contrast',... 'AgX - Medium High Contrast' exists). Set exposure +0.3.\n\nRender settings: engine CYCLES, samples 64 (they override anyway), use_denoising True, resolution 1536². For my previews, I'll temporarily set 640² samples 32 via render_thumbnail tool (it overrides settings itself, low quality). render_thumbnail_to_path \"temporarily overrides settings\" - good for previews.\n\nCamera: (13.5,-15.5,6.8), target (0,0.5,2.0), lens 50. Use track quat. DOF off (or f/7).\n\nNow GLB export: The benchmark does the export; I just need scene saved? \"save a complete scene\". I'll save to /tmp or current path: bpy.ops.wm.save_as_mainfile(filepath='/tmp/cabin_scene.blend')? Better a proper path; the harness likely handles saving? It says \"save a complete scene\" — I'll save to a file. I'll pick '/tmp/blender_bench_cabin.blend' — hmm, maybe current directory. Use os.path.expanduser? I'll use bpy.path.abspath('//cabin_pond_scene.blend')? If file unsaved, // is cwd. I'll save to '/tmp/cabin_pond_scene.blend' AND it's fine. Actually benchmark likely exports from the live session/saved file automatically; saving anywhere reasonable is fine. I'll save and mention path.\n\nLet me also set scene name, tidy outliner via collections: Cabin, Landscape, Vegetation, Props, Lights. Not strictly needed but nice. Moderate effort — I'll create collections and link objects accordingly via helper `move_to_collection`.\n\nTo keep code simpler, I'll create collections and create objects then move. Helper:\n\n```python\ndef to_col(o, col):\n    for c in list(o.users_collection): c.objects.unlink(o)\n    col.objects.link(o)\n```\n\nOrder of building with separate calls:\nCall A: setup scene, world, sun? (sun later with lights), materials creation (all), collections. Return summary.\nCall B: terrain + water + mud assignment.\nCall C: cabin full build (foundation, logs, gables, roof, chimney, windows, door, porch, steps, lantern).\nCall D: dock + path + firewood + rocks + lilypads + cattails + grass tufts.\nCall E: trees (pines, deciduous, distant).\nCall F: lights (sun, points, fill), camera, color management, smoke volume (maybe).\nCall G: test render thumbnail → screenshot check; adjust.\nCall H: save.\n\nMaterials list to create in Call A:\n- log_mat (noise browns (0.32,0.16,0.07)-(0.45,0.26,0.13), scale 4, bump .35)\n- plank_mat (dock/porch: (0.28,0.2,0.13)-(0.4,0.31,0.22) weathered, scale 3)\n- roof_mat ((0.16,0.07,0.05)-(0.26,0.12,0.08) scale 6, bump .5)\n- stone_mat ((0.25,0.24,0.22)-(0.4,0.38,0.35) scale 3.5 bump .6)\n- gable_mat (vertical planks lighter: (0.4,0.28,0.16)-(0.5,0.36,0.22))\n- door_mat dark (0.2,0.1,0.05)-(0.3,0.17,0.09)\n- trim_mat cream? windows trim (0.55,0.45,0.3)? Use warm cream (0.6,0.5,0.38) plain.\n- glass_emit (Emission warm)\n- water_mat (principled transmission)\n- grass_mat noise greens\n- mud_mat noise browns dark\n- pine_mat dark green noise; pine_mat2 slightly different\n- autumn_mat orange noise\n- bark_mat dark brown\n- rock_mat gray noise (reuse stone)\n- reed_mat green; cattail_head brown\n- lily_mat dark green; flower pink\n- metal dark (lantern frame, door handle)\n\nEmission mat: use Emission node only? For Cycles fine; GLB exports emission from Principled emission input better. Use Principled with Emission Color + strength, Base Color black-ish. GLTF exporter maps Principled emissive. Do that.\n\nWater in GLB: transmission → glTF transmission extension; viewer may show. Also set material blend? In 4.x, surface_render_method? For cycles transmission works regardless. OK.\n\nNow write Call A code.\n\nAlso units: metric default fine.\n\nOne concern: primitive ops set active object; repeated ops fine.\n\nTerrain from_pydata: 120x120 grid over 70 → spacing .588. verts list, faces quads. Compute z per vert. Then per-face material: after mesh creation, iterate polygons: center = sum verts /4; set index 1 if mud. mud condition: ellipse d<1.18 OR z < -0.05. Also a wet ring maybe darker mud within d<1.0 handled by same mat.\n\nAdd subtle terrain modifier: none.\n\nWater disc: primitive_circle 64 verts ngon; scale (6.6,4.4); z -0.22. Note pond depression depth 1.6 → bottom at -1.6-ish under water -0.22 → depth ~1.4 visible through transmissive water with mud below: dark pond, nice.\n\nWater material: Base (0.03,0.1,0.12), Rough 0.06, IOR 1.333, Transmission Weight 1.0, plus Noise(scale 18,detail2)→Bump(strength .15, distance .05)→Normal for ripples. Also slight Volume Absorption? Could add principled volume absorption to water material via 'Volume Absorption' node connected to material volume — makes depth color. Water disc is flat (no volume) — absorption needs closed volume. Make water a flattened cylinder (top at -0.22, thickness 1.3) with volume absorption density 0.6 color teal: nice depth darkening in Cycles. GLB: exports as solid mesh with transmission — fine. Do cylinder (r=1 scaled, depth 1.3, top z=-0.22 → center z=-0.87).\n\nRipple normal in Cycles on transmissive surface: works.\n\nAlso set water object smooth shading.\n\nNow cabin logs math. Let me code build_logs():\n\n```python\ndef build_log_wall(name, axis, fixed, half_len, z0, z1, step, r, openings, col, extend_alt):\n    # axis 'X' or 'Y'\n    i=0; z=z0\n    while z<=z1:\n        segs=[[-half_len,half_len]]\n        for (a0,a1,oz0,oz1) in openings:\n            if oz0-0.001 <= z <= oz1+0.001:\n                new=[]\n                for s in segs:\n                    if a1<=s[0] or a0>=s[1]: new.append(s); continue\n                    if s[0]<a0: new.append([s[0],a0])\n                    if a1<s[1]: new.append([a1,s[1]])\n                segs=new\n        ext = 0.3 if (i%2==0)==extend_alt else 0.0\n        for s in segs:\n            L=s[1]-s[0]+2*ext\n            c=(s[0]+s[1])/2\n            if L<=0.05: continue\n            if axis=='X':\n                o=cyl(name,(c,fixed,z),r,L,log_mat,rot=(0,math.pi/2,0))\n            else:\n                o=cyl(name,(fixed,c,z),r,L,log_mat,rot=(math.pi/2,0,0))\n            to_col(o,col)\n        i+=1; z=z0+i*step\n```\n\nWait extension should apply only to full-length logs conceptually but fine to extend all.\n\nOpenings for front wall (axis X, fixed y=-0.5, half 3): door (-1.55,-0.45, 0.5, 2.4), window (1.0,2.4, 1.15, 2.45). Back wall: one window centered (-0.7..0.7? let's put back window ( -0.7,0.7,1.15,2.45)). Side walls (axis Y, fixed x=±3, half 2.5 centered y=2 → y from -0.5..4.5, coords along Y): window (1.3,2.7,1.15,2.45).\n\nz0=0.6, z1=2.95, step=0.28, r=0.15.\n\nNote logs at opening boundary courses will partially overlap frames; fine.\n\nCorner extensions alternate: X walls extend on even, Y walls extend on odd: extend_alt param True for X.\n\nGable at x=±3: triangle prism thickness 0.3 (x 2.85..3.15? but logs at side walls are at x=±3 with r .15 → outer 3.15; gable prism from x=2.85 to 3.15). verts: (xa/xb) × triangle [(y,z): (-0.5,3.0),(4.5,3.0),(2.0,4.7)]. Build faces. Material gable_mat. Add horizontal trim strip along top edge of walls (z=3.0) front/back: thin box length 6.3 at y=-0.5/4.5? optional skip.\n\nWait: front/back walls along X at y=-0.5 and y=4.5. Ridge along X at y=2.0. Good.\n\nRoof slabs as computed: front slab center: midpoint ridge→eave: ridge (y=2.0,z=4.75) eave (y=-1.35,z=2.9): mid (y=0.325,z=3.825); angle a=atan2(-1.85,-3.35). length= sqrt(3.35²+1.85²)=3.83+0.3 extra =4.1? keep 4.0. back slab mirrored: ridge(2.0,4.75)→eave(5.35,2.9): mid(3.675,3.825), angle atan2(-1.85,+3.35).\n\nSlab box dims: (7.5, 4.0, 0.14) rot X = a. Local Y along slope — box y-dim 4.0 along slope. After rotation check ends overlap ridge & cover eave: slope half-len 1.915; slab half 2.0 → slight overhang top beyond ridge → two slabs collide at ridge — fine (overlap hidden under ridge cap).\n\nRoof also needs underside trim: skip.\n\nBargeboards: at x=±3.65 (roof overhang edge) along both slopes: thin boxes (0.12, slope_len 3.9, 0.2)? Position like slabs but single line: create box (0.12,4.0,0.22) same centers rotated, offset x=±3.68. Hmm they'd float at roof surface level: barge sits under slab edge: offset z -0.1 local. Eh—simplify: skip barge; add fascia along eaves: thin boxes along X at y=-1.38 & 5.38, z=2.88, size (7.5,0.1,0.25). Do fascia.\n\nChimney parts as planned. Stone cap.\n\nWindows build function:\n\n```python\ndef window(name, center, axis):  # axis 'X' wall normal Y, or 'Y' wall normal X\n    # frame 4 boxes, glass plane emissive, muntins\n```\nFor wall at y=-0.5 (front, normal -Y): frame boxes at center (cx,-0.5±?,cz): top/bottom boxes size (w+0.2,0.24,0.12), sides (0.12,0.24,h). Glass: box (w,0.06,h) emissive at y=-0.5. Muntins: (0.05,0.05,h) vertical center & horizontal. Sill: (w+0.35,0.3,0.1) at bottom z-0.05.\nFor side walls same rotated.\n\nSizes: w=1.3,h=1.15 for openings (1.4 wide? set opening 1.35, window w 1.3 h 1.1).\n\nDoor: slab (1.06,0.12,1.8) at (-1.0,-0.55,0.55+0.9=1.45)? opening z 0.5..2.4 → door center z=1.45 height 1.8 → 0.55..2.35 ok. Frame boxes around. Handle: small UV sphere at (-0.62,-0.65,1.4)? door front face y=-0.61 → handle at y=-0.68 x=-0.6. Plus hinges skip.\n\nAdd door frame trim cream.\n\nPorch: posts at (-1.85,-1.7) & (-0.15,-1.7) r0.09 h: from ground (~z0.0) to 2.62: cyl depth 2.62 center z 1.31. Slab: from wall y=-0.5 out to y=-2.0, x -2.05..0.05 (w 2.1): box (2.1,1.5,0.1) center (-1.0,-1.25,2.62) rot X = atan2(drop 0.25 over 1.5)=~9.5° front edge lower: front edge at y=-2.0 z=2.62-0.125... compute rot so front lower: angle a with front(y-) down: rot_x = atan2(-0.25?, ...). Simply rot_x=radians(-8)? Box local +Y toward +Y; rotating about X by negative angle lowers +Y side? Rotation about X by θ maps Y→(0,cosθ,sinθ). For back(+Y) edge higher: sinθ>0 → θ>0 raises +Y (back at wall). Porch slab back edge at wall y=-0.5 higher: θ=+8°. rot=(radians(8),0,0). Wait front overhang lower for rain: yes.\n\nActually check posts under slab front edge: post top 2.62 at y=-1.7; slab front edge y=-2.0 z≈2.62 - tan(8°)*0.75? With center z 2.62, front edge (local y=-0.75) z=2.62 - sin(8°)*0.75 ≈ 2.62-0.104=2.52; at y=-1.7 (0.3 behind front edge): z≈2.52+tan8*0.3≈2.56. Post top 2.62 slightly above → poke through slab 0.06 — fine visually (post cap). ok.\n\nPorch lantern: hang at (-1.0,-1.6,2.3): small chain cyl (r0.015 h0.15), lantern: metal frame box 0.16³? make: top cap cyl r0.09 h0.03, glass cyl r0.07 h0.14 emissive amber, bottom cap. Point light inside 20W warm. Cute.\n\nAlso wall lantern by door? skip, porch lantern enough. Dock end lantern similar bigger: post at (-1.15,-7.05) h 1.5 pole r0.06, lantern at top z1.55: glass r0.08 h0.18 emissive + caps; point light 30W. Water reflections!\n\nBench on dock: at end y=-6.9: two leg boxes (0.08,0.3,0.35) at x=-1.05/-0.15? dock width x -1.25..0.05 (center -0.6). bench across: seat (1.0,0.32,0.06) at z0.95, legs below. Also small crate on dock: box 0.4³ plank mat with bevel at (-0.95,-4.6,0.78)? cute. And rope torus on deck.\n\nFirewood stack as planned at x=-3.7 (outside left wall x=-3): logs axis Y? Stack against side wall: rows along Y: cylinders axis Y length 0.7? Hmm firewood logs usually perpendicular to wall: axis X length 0.5 stacked — but then ends face camera (camera at +X side... camera x=13 sees right side). Left side hidden from camera mostly. Keep simple: axis Y, at x=-3.65, y from 0.8..2.6: bottom row 4 logs y spaced 0.2? Each log r0.1: bottom row along y: 0.9,1.15,1.4,1.65,1.9,2.15 (6 logs) z=0.35; second 5, third 4. Ends visible from front (−Y): front ends at y... axis Y so length along Y 0.7?? no: logs lie horizontally with axis along X (perpendicular to wall), stacked in rows along Y and Z: positions y varying per column, rows z. Let me do: logs axis X, length 0.55, at x=-3.75 (center), y = 0.7+k*0.21 for k in 0..5, z row 0.32, then second row offset, third. ~15 logs. Nice from front angle? Front-left area; camera may glimpse. fine.\n\nStepping back — camera at (13.5,-15.5,6.8): it sees front (south, y=-0.5) and EAST side x=+3 (chimney side). So chimney very visible. Firewood on west hidden — move firewood to east side? East has chimney at x=3.45,y=2. Firewood could go front-right near (2.6,-0.9)? Might clutter window. Keep firewood west (adds 360 interest for orbit view!). The 360 orbit means all sides matter — good to have details all around: back window + maybe back barrel? Add rain barrel at back (cylinder plank + dark water top disc) at (2.0,5.0). And a chopping stump + axe? stump cyl r0.25 h0.5 at (-4.5,-2.5) with axe skip. OK.\n\nTrees list refine (avoid camera occlusion at (13.5,-15.5,6.8) looking at (0,0.5,2)):\nView axis from SE... wait camera x positive, y negative → southeast, looking northwest. Occluders would be in SE quadrant between: points with x>3 and y<0 near line to cabin. Line param: camera→(0,0.5): points along: (13.5(1-t), -15.5+16t). At t=0.5: (6.75,-7.5) near pond right edge! So a tree at (6,-7.5) would block. Avoid tall stuff at (5..8, -9..-5). Deciduous at (4.5,-4.8): is it on line? line at y=-4.8 → t=(−4.8+15.5)/16=0.669 → x_line=13.5*0.331=4.47. Yes right on the line!! Move deciduous to (5.5,-3.6)? check: t for y=-3.6: 0.744→x=3.46 — tree x=5.5 off by 2 → with crown r 1.6 okay-ish, it's closer to camera → appears larger, frames right edge. Or put it at (-5.5,-4.2) left of dock (opposite side): line x at y=-4.2 is ~5.1; far. But dock at x=-0.6, pond center -1.5: tree at (-5.5,-4.2) on pond left shore — nice reflection. Do deciduous at (-6.0,-4.0), medium (h~4.5). Reflections in pond from camera? camera right side sees left shore trees reflected — yes water reflections work.\n\nPines: (-7,6.5) tall 8; (-9,-1) 6.5; (-4.5,8.5) 7; (7.5,6) 7.5; (10,1.5) 6; (9.5,-3.5) 5 — check occlusion: y=-3.5→t=0.75→x_line=3.375; tree x=9.5 far off, but it's near camera (t small... at y=-3.5 tree closer to camera than cabin) appears large on right — frames scene. ok. (3,9) 6.5 behind cabin right. Distant ring: 8 pines r 26-34 random angles, h 9-12 simplified darker.\n\nAlso small bushes: 6 icospheres squashed r0.5-0.8 dark green scattered near cabin/pond edges. Nice filler.\n\nReeds placement: pond edge angles: avoid front-center (dock view corridor): angles 20°,60°,120°,200°,250°,300° (deg) on ellipse radius slightly <1: compute x=px+rx*1.02cosθ etc, at z terrain ≈ -0.05..? place base z=-0.1 stems h~1.1-1.5. 3-5 stems per clump.\n\nNow grass tufts exclusion zones: pond d<1.25 skip; cabin rect (-3.5..3.5, -0.9..4.9) skip; dock rect (-1.4..0.2, -7.4..-4.0) skip; path approx skip if |point - pathline| small—skip check fine (stones sit above grass, ok).\n\nRange: x -14..14, y -14..14 (near camera focus), 160 tufts.\n\nAlright, also a few tufts ON far side visible. fine.\n\nNow smoke: cylinder r0.45 depth 3.2 at (3.45,2.0,7.2) (chimney top 5.6 → smoke 5.7..8.9). Material: Principled Volume density 0 → driven: Texture Coordinate (Generated) → Mapping? Separate XYZ → math to fade with Z; Noise(4D? no) scale 1.5 detail 3 distortion 2 → ColorRamp (white→black over 0.35..0.75) multiply by z-fade → density 0.25*... Keep simple: Noise Fac * ramp → Multiply 0.35 → Density. Color (0.7,0.7,0.75). Might need Generated coords on cylinder — fine. Cycles ok. Test render will show. If bad → remove.\n\nNote: volumetrics + denoise can be blotchy at 64 samples; keep density low (0.15).\n\nMist over pond: skip (keep render clean).\n\nNow lights/world/camera code, color management:\n\n```python\nscene.view_settings.look='AgX - Medium High Contrast'  # verify enum\n```\nIn 4.x look options include 'AgX - Medium High Contrast'. If error, fallback 'None'. Wrap try.\n\nSun via track quat:\n\n```python\nsun_pos=Vector((14,-22,9)); target=Vector((0,2,0))\nd=(target-sun_pos).normalized()\nq=d.to_track_quat('-Z','Y')\nsun.rotation_euler=q.to_euler()\n```\nelevation: 9/sqrt(14²+22²)=9/26.1→19°. warm low sun from SSE... sun_pos y=-22 (south), x=14 (east) → sun in SE → light on front(-Y) faces and east(+X) faces — exactly the two camera-visible sides. \n\nSky: Nishita sun_elevation=radians(15), sun_rotation: align disc to SE: Nishita sun at azimuth measured from... property sun_rotation rotates around Z; default 0 places sun at +X? Actually in Nishita, sun direction starts at +Y? Let me not fuss: set rotation=radians(140)? I'll test with render and adjust. Alternatively skip sky-sun alignment worry — set sky sun_elevation 18° and rotation so the bright sun spot is behind-left of camera (out of frame mostly) — camera faces NW; sun SE is behind camera → disc not visible; only warm ambient. Great—then exact rotation barely matters. Set sun_rotation=radians(250)? whatever puts sun SE relative to scene: SE direction vector ~ (0.5,-0.87). I'll set rotation = atan2(-0.87,0.5)= -60° → radians(-60). Good enough; tweak later if needed.\n\nBackground strength 0.9. Add slight altitude haze: sky.altitude? default fine, maybe dust 1.5? `air_density`,`dust_density`,`ozone_density` props: dust 2 for warm haze.\n\nAlso world volume: none.\n\nPoint lights warm (1.0,0.55,0.25): interior 80W at (0,2,1.8) radius 0.5? point light shadow soft via `shadow_soft_size`=0.4. porch lantern 25W at (-1.0,-1.55,2.28) size 0.1. dock lantern 35W at (-1.13,-7.03,1.5) size 0.12.\n\nOptional cool rim area: skip; Nishita fills.\n\nCamera: cam_data lens 52, sensor 36; loc (13.5,-15.5,7.0); target ( -0.5, 0.8, 2.0) to include chimney right & pond left. Add slight DOF: dof.use_dof True, focus_object empty at target, aperture fstop 8 (subtle). Orbit renders ignore dof? fine either way.\n\nSet camera in scene.\n\nNow: after build, test render thumbnail 512? render_thumbnail_to_path uses its own small size. Then screenshot view3d. Iterate on composition: adjust camera.\n\nAlso ground: add single large \"far ground\" plane 300 size z=-0.05 dark green to fill horizon beyond terrain 70 → avoids void at edges in orbit. Yes add, simple mat dark green.\n\nSave file at end.\n\nPotential pitfalls:\n- bpy.ops context: fine in background? We run in live instance via addon server — has context. OK.\n- primitive_cylinder_add rotation param: rotation=(x,y,z) euler — yes `rotation` accepted (aligned to `rotation_euler`)? ops param is `rotation=(0,0,0)`? For primitive_cylinder_add the param name is `rotation`. Yes.\n- primitive_cone_add(vertices, radius1, radius2, depth, location, rotation).\n- primitive_ico_sphere_add(subdivisions, radius).\n- primitive_torus_add(major_radius, minor_radius, major_segments, minor_segments, location, rotation).\n- Emission input names in 4.x: 'Emission Color', 'Emission Strength'. In 3.6: 'Emission', 'Emission Strength'. I'll write setter trying both.\n- view_settings.look enum varies; try/except.\n\nBlender version unknown; code defensively.\n\nLet me also consider water reflection of warm lights at dusk — point lights near water reflect in Cycles via glossy/transmission: yes roughness low → visible. \n\nTerrain material via noise Generated coords: Generated works per-object bounding box — terrain 70 wide → noise scale relative; fine.\n\nFor mud/grass two materials on terrain: append both, set indices.\n\nAlso water cylinder side faces visible at shore under terrain? Water cylinder r covers ellipse (6.6,4.4) > pond ellipse (6.5,4.5)?? rx 6.6 slightly larger x, ry 4.4 slightly smaller y — make water (6.9,4.9) to be safely beyond pond edge so no gap, sides hidden under terrain (terrain at d>1 z≥0 above water top -0.22 → sides embedded). Good: water ellipse (6.9,4.9) at center (-1.5,-8.5) — extends beyond depression; sides intersect terrain rising above 0 — hidden. Top z -0.22 everywhere; where terrain z < -0.22 water visible. At depression edge terrain crosses -0.22 around d≈0.93 → shoreline inset from depression edge — mud ring between waterline and grass — natural.\n\nDepth: bottom terrain min z at center: base noise ~±0.4 minus 1.6*(1)^2? my dep=1.6*(1-d)^2 at d=0 → -1.6 plus noise*factor0 → z≈-1.6. Water bottom at -0.87-0.65=-1.52 ≈ terrain bottom -1.6: water cylinder bottom slightly above terrain bottom — mostly fine; minor gap at exact center? Water bottom -1.52 vs terrain -1.6 → terrain below water bottom, no poke-through. good.\n\nGrass green tones warm-ish to match dusk: (0.14,0.24,0.07)-(0.24,0.34,0.1) noise scale 3 detail 5. Also add second noise high scale 30 for micro. Keep one.\n\nPine color: (0.03,0.09,0.03)-(0.08,0.16,0.06). Autumn: (0.5,0.18,0.03)-(0.75,0.35,0.08).\n\nAlright, also outliner neatness: name things well.\n\nTime to write Call A.\n\nActually, also set scene.render.engine='BLENDER_EEVEE_NEXT' for fast interactive? For previews I'll use render_thumbnail (which uses scene engine? \"temporarily overrides settings\" unclear). I'll keep engine CYCLES but set preview samples low (scene.cycles.samples=32, use denoise) and render small via bpy.ops.render.render with resolution_percentage? render_thumbnail_to_path handles override. For my own checks, I might call execute code to set res 640 & samples 24 then render_viewport_to_path? render_viewport_to_path renders current settings. I'll manage.\n\nSet device: try GPU? Benchmark does final; my previews CPU cycles at 640px/24samples with denoise should be ~30-60s. Acceptable.\n\nLet me write the code now.\n\nCall A (setup + materials + collections):\n\n```python\nimport bpy, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\n\n# Clear\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor m in list(bpy.data.materials): bpy.data.materials.remove(m)\n# collections\ndef new_col(name):\n    c=bpy.data.collections.get(name) or bpy.data.collections.new(name)\n    if c.name not in [cc.name for cc in bpy.context.scene.collection.children]:\n        bpy.context.scene.collection.children.link(c)\n    return c\nCOL={n:new_col(n) for n in ['Cabin','Landscape','Water','Vegetation','Props','Lights','Camera']}\n\ndef to_col(o,col):\n    for c in list(o.users_collection): c.objects.unlink(o)\n    col.objects.link(o)\n\n# material helpers\ndef P(name): return bpy.data.materials.get(name)\n\ndef set_input(bsdf,names,val):\n    for n in names:\n        if n in bsdf.inputs: bsdf.inputs[n].default_value=val; return\n\ndef noise_mat(name,c1,c2,scale=5,detail=4,rough=0.7,bump=0.3,bumpdist=0.15):\n    m=bpy.data.materials.new(name); m.use_nodes=True\n    nt=m.node_tree; bsdf=nt.nodes.get('Principled BSDF')\n    tex=nt.nodes.new('ShaderNodeTexNoise'); tex.noise_dimensions='3D'\n    tex.inputs['Scale'].default_value=scale; tex.inputs['Detail'].default_value=detail; tex.inputs['Roughness'].default_value=0.7\n    ramp=nt.nodes.new('ShaderNodeValToRGB')\n    ramp.color_ramp.elements[0].color=(*c1,1); ramp.color_ramp.elements[1].color=(*c2,1)\n    ramp.color_ramp.elements[0].position=0.25; ramp.color_ramp.elements[1].position=0.75\n    nt.links.new(tex.outputs['Fac'],ramp.inputs['Fac'])\n    nt.links.new(ramp.outputs['Color'],bsdf.inputs['Base Color'])\n    bsdf.inputs['Roughness'].default_value=rough\n    if bump>0:\n        b=nt.nodes.new('ShaderNodeBump'); b.inputs['Strength'].default_value=bump; b.inputs['Distance'].default_value=bumpdist\n        nt.links.new(tex.outputs['Fac'],b.inputs['Height']); nt.links.new(b.outputs['Normal'],bsdf.inputs['Normal'])\n    return m\n\n... create all mats ...\n\n# world\nw=bpy.data.worlds.new('World') if not bpy.data.worlds else bpy.data.worlds[0]\nbpy.context.scene.world=w; w.use_nodes=True\nbg=w.node_tree.nodes.get('Background')\nsky=w.node_tree.nodes.new('ShaderNodeTexSky'); sky.sky_type='NISHITA'\nsky.sun_elevation=math.radians(15); sky.sun_rotation=math.radians(-60); sky.dust_density=2.0\nbg.inputs['Strength'].default_value=0.9\nw.node_tree.links.new(sky.outputs['Color'],bg.inputs['Color'])\n\n# render settings\ns=bpy.context.scene\ns.render.engine='CYCLES'\ns.cycles.samples=48; s.cycles.use_denoising=True\ns.render.resolution_x=1536; s.render.resolution_y=1536\ntry: s.view_settings.look='AgX - Medium High Contrast'\nexcept: pass\ns.view_settings.exposure=0.25\n\nresult={'mats':len(bpy.data.materials),'cols':len(COL)}\n```\n\nThen subsequent calls re-define helpers (box/cyl/to_col) each time. I'll store helpers in bpy.app.driver_namespace to reuse:\n\n```python\nimport bpy\nbpy.app.driver_namespace['to_col']=to_col etc\n```\nFunctions capture globals from exec namespace... driver_namespace exec? If I store function objects created in call A's exec globals, they reference that namespace for globals (like log_mat) — call B's exec has different globals; functions still work since their __globals__ is call A's namespace which persists as long as referenced. That works! Store mats dict in driver_namespace too.\n\nOK. Let me now write everything concretely. I'll combine into fewer calls where sensible but keep checkpoints.\n\nAlso remember: objects need linking to scene — ops auto-link to active collection (context). Use bpy.context.collection? The active layer collection is scene master by default; then to_col moves.\n\nOne more: cylinder along X rotation=(0,math.pi/2,0) — rotates Z axis to X. Yes.\n\nCone for pine: primitive_cone_add(radius1=base, radius2=top(0 for tip? use 0.02), depth).\n\nIcospheres for foliage: subdivisions=2 radius; scale per axis; shade smooth.\n\nDeciduous trunk: use cone radius1 0.22 radius2 0.13 depth 2.4; plus 2 branch cones rotated? simple: trunk + 3 crowns.\n\nLet me write all calls now. I'll do 6-7 build calls then verify.\n\nFor terrain from_pydata with 121x121 grid: verts 14641, faces 14400 — fine.\n\nterrain z function with noise reduce factor near pond:\n\n```python\ndef tz(x,y):\n    px,py,rx,ry=-1.5,-8.5,6.5,4.5\n    d=((x-px)/rx)**2+((y-py)/ry)**2\n    n=0.28*math.sin(x*0.33+1.3)*math.cos(y*0.29+0.4)+0.14*math.sin(x*0.83+2.1)*math.cos(y*0.71+1.2)\n    f=min(1.0,max(0.0,(d-0.85)/0.5))\n    z=n*f\n    if d<1.0: z-=1.6*(1-d)**2\n    return z\n```\n\nAt d=1: z = n*0.3?? f=(1-0.85)/0.5=0.3 → noise reduced but pond edge maybe bumpy shoreline — ok natural. Underwater center: f=0, z=-1.6. Waterline where z=-0.22: -1.6(1-d)^2=-0.22→(1-d)^2=0.1375→1-d=0.37→d=0.63 → shoreline at sqrt(0.63)=0.79 of radii → pond visible radius ~ (5.1, 3.6). Hmm smaller than planned; enlarge radii: rx,ry = 7.5,5.2 → shoreline ~ (5.9,4.1). But cabin front at y=-0.5: pond north edge at -8.5+5.2=-3.3 — close to cabin (3m gap). Dock then short: shore at y≈-8.5+4.1*? waterline north at y=-8.5+4.1=-4.4... dock from -4.0..-6.5. OK set pond center y=-9: north edge -3.8, waterline north ≈ -4.9. Path from door (-1,-1.8) to dock start (-0.6,-4.6). Fine.\n\nFinal pond: center (-1.5,-9.0), rx7.5 ry5.2, depth 1.6. Water ellipse (8.0,5.7) z=-0.22.\n\nWaterline: d where z=-0.22 ignoring noise: d=0.63 → sqrt→0.794 → semi-axes (5.95,4.13) → north waterline y=-9+4.13=-4.87. Dock: y -4.9..-8.0 (3.1 in water). Good.\n\nDock x center -0.6; width 1.3: x -1.25..0.05.\n\nCamera target maybe (-0.3,-1.0,2.2) to balance pond foreground. I'll frame: camera (14,-16,7), lens 50, target (-0.5,-0.5,2.0). Check pond fully visible bottom of frame; adjust after preview.\n\nGrass placement exclusion: pond ellipse check with margin 1.15.\n\nAlright — also far ground plane 400x400 z=-0.12 dark green; and maybe distant hills ring? skip hills; distant pines suffice.\n\nTime to code. I'll try to keep each call's code correct the first time; check results; screenshot after major builds.\n\nAdditional check: `bpy.ops.mesh.primitive_circle_add(vertices=64, radius=1, fill_type='NGON')` then scale & apply? For water I'll use cylinder: primitive_cylinder_add(vertices=64, radius=1, depth=1.3) then scale=(8.0,5.7,1) apply scale? Non-uniform scale on cylinder object — normals okay after apply; do transform_apply.\n\nShading smooth: `for p in o.data.polygons: p.use_smooth=True`.\n\nWater volume absorption node: 'ShaderNodeVolumeAbsorption' connect to Material Output 'Volume'. density 0.5, color (0.05,0.2,0.2)? That tints deep water teal. Note: Volume Absorption node exists in Cycles. OK.\n\nBut careful: water cylinder side walls at edge visible above terrain? Water ellipse (8.0,5.7) vs depression radii (7.5,5.2): at edge d=1 terrain z≈0 > water top -0.22 → sides buried. good.\n\nAlso set water mat surface: Principled Transmission Weight 1.0 — in Cycles with volume below gives nice pond. GLB: transmission exported; viewer may render semi-transparent — readable.\n\nOne more consideration — benchmark bakes procedural materials for preview GLB \"baking supported procedural material inputs\"; noise-based colors should survive as textures. Good.\n\nLet me write Call A now. I'll include creation of all materials with names stored in dict `M`.\n\nMaterials:\nlog: (0.30,0.15,0.06)/(0.45,0.27,0.13) scale 3.5 detail 5 rough .75 bump .4 dist .1\ngable/plank wall: (0.38,0.25,0.13)/(0.52,0.36,0.2) scale 4\nplank(dock/porch weathered): (0.26,0.19,0.12)/(0.42,0.33,0.24) scale 2.5\nroof: (0.14,0.06,0.04)/(0.28,0.13,0.08) scale 5 bump .5\nstone: (0.22,0.21,0.2)/(0.42,0.4,0.37) scale 4 detail 6 bump .7 dist .2\ndoor: (0.16,0.08,0.04)/(0.26,0.14,0.07) scale 4\ntrim cream plain: (0.55,0.46,0.34) rough .6\nglass warm emissive principled: base (0.2,0.1,0.05), emission (1.0,0.5,0.18) strength 5\nwater: custom build\ngrass: (0.10,0.20,0.05)/(0.22,0.33,0.10) scale 3.5 detail 5 rough .9\nmud: (0.13,0.09,0.05)/(0.24,0.17,0.10) scale 4\npine: (0.03,0.08,0.03)/(0.09,0.17,0.06) scale 4\npine2: (0.04,0.10,0.03)/(0.12,0.20,0.07)\nautumn: (0.45,0.15,0.02)/(0.72,0.34,0.06) scale 3.5\nbark: (0.12,0.07,0.04)/(0.22,0.13,0.07) scale 5\nrock: stone reuse\nreed: (0.15,0.25,0.08)/(0.3,0.4,0.15)\ncattail: (0.3,0.15,0.06)/(0.45,0.25,0.1)\nlily: (0.05,0.18,0.06)/(0.12,0.3,0.1)\nflower: (0.85,0.4,0.5) plain\nmetal: (0.05,0.05,0.06) metallic .8 rough .4\nrope: (0.5,0.42,0.28) plain\nfargrass: (0.07,0.14,0.05) plain rough 1\n\nLet me write it. In Call A I'll also make world+render settings.\n\nThen Call B: terrain, far ground, water.\n\nThen Call C: cabin.\n\nThen Call D: chimney smoke? include in C or F.\n\nThen Call E: vegetation.\n\nThen Call F: props? I'll organize: Call D: dock+path+firewood+lanterns+barrel+stump; Call E: vegetation (trees, bushes, grass, cattails, lilies, rocks); Call F: lights+camera+smoke; Call G: preview render & tweaks; Call H: save.\n\nLet me write code carefully now. Watch: in Blender 4.1+, 'Emission Color' input; in 3.6 'Emission'. Also transmission: 4.x 'Transmission Weight', 3.6 'Transmission'.\n\nAlso Noise node input 'Roughness' exists (noise roughness) fine in all.\n\nStart coding Call A.","tool_calls":[{"type":"function","index":0,"id":"execute_blender_code_0","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy, math, random\\nfrom mathutils import Vector\\n\\nrandom.seed(7)\\n\\n# ---------- Clear scene ----------\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor m in list(bpy.data.materials): bpy.data.materials.remove(m)\\n\\n# ---------- Collections ----------\\ndef new_col(name):\\n    c = bpy.data.collections.get(name) or bpy.data.collections.new(name)\\n    if c.name not in [cc.name for cc in bpy.context.scene.collection.children]:\\n        bpy.context.scene.collection.children.link(c)\\n    return c\\nCOL = {n: new_col(n) for n in ['Cabin','Landscape','Water','Vegetation','Props','Lights','Camera']}\\n\\ndef to_col(o, colname):\\n    c = COL[colname]\\n    for cc in list(o.users_collection): cc.objects.unlink(o)\\n    c.objects.link(o)\\n\\n# ---------- Material helpers ----------\\ndef noise_mat(name, c1, c2, scale=5, detail=4, rough=0.7, bump=0.3, bumpdist=0.15):\\n    m = bpy.data.materials.new(name); m.use_nodes = True\\n    nt = m.node_tree; bsdf = nt.nodes.get('Principled BSDF')\\n    tex = nt.nodes.new('ShaderNodeTexNoise'); tex.noise_dimensions = '3D'\\n    tex.inputs['Scale'].default_value = scale\\n    tex.inputs['Detail'].default_value = detail\\n    ramp = nt.nodes.new('ShaderNodeValToRGB')\\n    ramp.color_ramp.elements[0].color = (*c1, 1)\\n    ramp.color_ramp.elements[1].color = (*c2, 1)\\n    ramp.color_ramp.elements[0].position = 0.28\\n    ramp.color_ramp.elements[1].position = 0.72\\n    nt.links.new(tex.outputs['Fac'], ramp.inputs['Fac'])\\n    nt.links.new(ramp.outputs['Color'], bsdf.inputs['Base Color'])\\n    bsdf.inputs['Roughness'].default_value = rough\\n    if bump > 0:\\n        b = nt.nodes.new('ShaderNodeBump')\\n        b.inputs['Strength'].default_value = bump\\n        b.inputs['Distance'].default_value = bumpdist\\n        nt.links.new(tex.outputs['Fac'], b.inputs['Height'])\\n        nt.links.new(b.outputs['Normal'], bsdf.inputs['Normal'])\\n    return m\\n\\ndef plain_mat(name, c, rough=0.7, metallic=0.0):\\n    m = bpy.data.materials.new(name); m.use_nodes = True\\n    bsdf = m.node_tree.nodes.get('Principled BSDF')\\n    bsdf.inputs['Base Color'].default_value = (*c, 1)\\n    bsdf.inputs['Roughness'].default_value = rough\\n    bsdf.inputs['Metallic'].default_value = metallic\\n    return m\\n\\ndef emissive_mat(name, c, strength):\\n    m = bpy.data.materials.new(name); m.use_nodes = True\\n    bsdf = m.node_tree.nodes.get('Principled BSDF')\\n    bsdf.inputs['Base Color'].default_value = (*c, 1)\\n    for nm in ('Emission Color','Emission'):\\n        if nm in bsdf.inputs:\\n            bsdf.inputs[nm].default_value = (*c, 1); break\\n    if 'Emission Strength' in bsdf.inputs:\\n        bsdf.inputs['Emission Strength'].default_value = strength\\n    bsdf.inputs['Roughness'].default_value = 0.4\\n    return m\\n\\nM = {}\\nM['log']     = noise_mat('Log', (0.30,0.15,0.06), (0.46,0.28,0.14), scale=3.5, detail=5, rough=0.75, bump=0.4, bumpdist=0.1)\\nM['plank']   = noise_mat('Plank', (0.27,0.19,0.12), (0.43,0.33,0.24), scale=2.5, detail=4, rough=0.8, bump=0.3, bumpdist=0.08)\\nM['gable']   = noise_mat('Gable', (0.38,0.25,0.13), (0.52,0.37,0.21), scale=4, detail=4, rough=0.75, bump=0.25, bumpdist=0.08)\\nM['roof']    = noise_mat('Roof', (0.13,0.06,0.04), (0.28,0.13,0.08), scale=5, detail=5, rough=0.85, bump=0.5, bumpdist=0.12)\\nM['stone']   = noise_mat('Stone', (0.20,0.19,0.18), (0.44,0.41,0.37), scale=4, detail=6, rough=0.85, bump=0.7, bumpdist=0.2)\\nM['door']    = noise_mat('Door', (0.16,0.08,0.04), (0.27,0.15,0.07), scale=4, detail=4, rough=0.7, bump=0.3, bumpdist=0.06)\\nM['trim']    = plain_mat('Trim', (0.55,0.46,0.34), rough=0.6)\\nM['glass']   = emissive_mat('WarmGlass', (1.0,0.52,0.18), 5.0)\\nM['grass']   = noise_mat('Grass', (0.09,0.19,0.045), (0.23,0.34,0.10), scale=3.5, detail=5, rough=0.9, bump=0.25, bumpdist=0.1)\\nM['mud']     = noise_mat('Mud', (0.11,0.075,0.04), (0.23,0.16,0.09), scale=4, detail=5, rough=0.95, bump=0.3, bumpdist=0.1)\\nM['pine']    = noise_mat('Pine', (0.028,0.075,0.028), (0.09,0.17,0.06), scale=4, detail=4, rough=0.85, bump=0.3, bumpdist=0.1)\\nM['pine2']   = noise_mat('Pine2', (0.04,0.095,0.03), (0.12,0.20,0.07), scale=4.5, detail=4, rough=0.85, bump=0.3, bumpdist=0.1)\\nM['autumn']  = noise_mat('Autumn', (0.45,0.14,0.02), (0.72,0.35,0.07), scale=3.5, detail=5, rough=0.8, bump=0.3, bumpdist=0.1)\\nM['bark']    = noise_mat('Bark', (0.10,0.06,0.035), (0.21,0.13,0.07), scale=5, detail=5, rough=0.9, bump=0.5, bumpdist=0.1)\\nM['reed']    = noise_mat('Reed', (0.14,0.24,0.07), (0.30,0.40,0.14), scale=4, detail=3, rough=0.85)\\nM['cattail'] = noise_mat('Cattail', (0.28,0.14,0.05), (0.44,0.25,0.10), scale=5, detail=3, rough=0.9)\\nM['lily']    = noise_mat('Lily', (0.05,0.17,0.06), (0.13,0.30,0.10), scale=5, detail=3, rough=0.6)\\nM['flower']  = plain_mat('Flower', (0.85,0.42,0.52), rough=0.5)\\nM['metal']   = plain_mat('Metal', (0.05,0.05,0.06), rough=0.4, metallic=0.8)\\nM['rope']    = plain_mat('Rope', (0.5,0.42,0.28), rough=0.9)\\nM['fargrass']= plain_mat('FarGrass', (0.06,0.12,0.045), rough=1.0)\\n\\n# ---------- Water material ----------\\nm = bpy.data.materials.new('Water'); m.use_nodes = True\\nnt = m.node_tree; bsdf = nt.nodes.get('Principled BSDF')\\nbsdf.inputs['Base Color'].default_value = (0.03, 0.10, 0.11, 1)\\nbsdf.inputs['Roughness'].default_value = 0.07\\nif 'IOR' in bsdf.inputs: bsdf.inputs['IOR'].default_value = 1.333\\nfor nm in ('Transmission Weight','Transmission'):\\n    if nm in bsdf.inputs: bsdf.inputs[nm].default_value = 1.0; break\\ntex = nt.nodes.new('ShaderNodeTexNoise')\\ntex.inputs['Scale'].default_value = 22; tex.inputs['Detail'].default_value = 3\\nbumpn = nt.nodes.new('ShaderNodeBump')\\nbumpn.inputs['Strength'].default_value = 0.18; bumpn.inputs['Distance'].default_value = 0.06\\nnt.links.new(tex.outputs['Fac'], bumpn.inputs['Height'])\\nnt.links.new(bumpn.outputs['Normal'], bsdf.inputs['Normal'])\\nabsn = nt.nodes.new('ShaderNodeVolumeAbsorption')\\nabsn.inputs['Color'].default_value = (0.06, 0.22, 0.20, 1)\\nabsn.inputs['Density'].default_value = 0.55\\nout = nt.nodes.get('Material Output')\\nnt.links.new(absn.outputs['Volume'], out.inputs['Volume'])\\nM['water'] = m\\n\\n# ---------- World: warm dusk sky ----------\\nw = bpy.data.worlds.new('World'); bpy.context.scene.world = w\\nw.use_nodes = True\\nbg = w.node_tree.nodes.get('Background')\\nsky = w.node_tree.nodes.new('ShaderNodeTexSky')\\nsky.sky_type = 'NISHITA'\\nsky.sun_elevation = math.radians(14)\\nsky.sun_rotation = math.radians(-60)\\ntry: sky.dust_density = 2.0\\nexcept: pass\\nbg.inputs['Strength'].default_value = 0.9\\nw.node_tree.links.new(sky.outputs['Color'], bg.inputs['Color'])\\n\\n# ---------- Render settings ----------\\ns = bpy.context.scene\\ns.render.engine = 'CYCLES'\\ns.cycles.samples = 48\\ns.cycles.use_denoising = True\\ns.render.resolution_x = 1536; s.render.resolution_y = 1536\\ns.render.resolution_percentage = 100\\ntry: s.view_settings.look = 'AgX - Medium High Contrast'\\nexcept:\\n    try: s.view_settings.look = 'Medium High Contrast'\\n    except: pass\\ns.view_settings.exposure = 0.3\\n\\n# stash helpers for later calls\\nNS = bpy.app.driver_namespace\\nNS['M'] = M; NS['COL'] = COL; NS['to_col'] = to_col\\nNS['noise_mat'] = noise_mat; NS['plain_mat'] = plain_mat; NS['emissive_mat'] = emissive_mat\\n\\nresult = {'materials': len(bpy.data.materials), 'collections': list(COL.keys())}\\n\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Let me plan this scene:\n\n1. A wooden cabin - log cabin style with warm wood materials, gabled roof\n2. Stone chimney on the cabin\n3. A pond beside the cabin\n4. A small wooden dock extending into the pond\n5. A few trees scattered around\n6. Nice lighting - warm, maybe golden hour feel\n7. Camera composition for a good presentation render\n\nLet me start building. I'll work step by step:\n\n1. First, set up the scene basics (world, render settings)\n2. Build the ground terrain\n3. Build the cabin (log walls, roof, door, windows)\n4. Build stone chimney\n5. Build the pond (water plane with material)\n6. Build the dock\n7. Build trees (trunk + foliage)\n8. Add details: rocks, grass maybe\n9. Lighting (sun + warm sky)\n10. Camera setup\n11. Test render, iterate\n\nLet me start with the cabin. I'll use Python code via the execute_blender_code tool.\n\nFor a log cabin look, I can create horizontal logs stacked. To keep it performant, maybe use boxes with log texture, or actual cylinders. Actual cylinders will look better - log cabin with visible horizontal logs. Let me do that: front/back walls with openings for door/windows could be complex. A simpler approach: make the cabin walls from stacked cylinders (logs), and cut openings using shorter logs around windows/door.\n\nActually, for robustness and good looks in both Cycles and GLB, let me build:\n- Log walls: horizontal cylinders with slight radius variation, warm wood material\n- Gable roof: two sloped boxes with wood shingle material plus trim logs\n- Stone chimney: box with stone material (procedural bump) - for GLB maybe baked; use a stone-ish color with noise bump\n- Windows with warm emissive interior glow (looks great at dusk) - glass + emissive behind\n- Door\n- Pond: a depression in terrain with water plane (glass-ish material with slight wave)\n- Dock: planks on posts extending into pond\n- Trees: a few conifer/pine trees (cones stacked) plus maybe a deciduous tree with icospheres\n- Ground: large terrain with grass color, slight displacement, path of stones\n- Details: rocks near pond, cattails maybe, fence?\n\nLighting: warm sunset sun, sky with warm tone (Nishita or gradient). Maybe add warm point lights in windows.\n\nCamera: 3/4 view showing cabin, pond in foreground with dock, trees framing.\n\nLet me write the code in steps. I'll be careful with performance — Cycles at 64 samples, 1536x1536.\n\nLet me start.\n\nStep 1: Clear scene, set up world and render engine preview settings.\n\nI'll write helper functions for materials.\n\nLet me think about the composition:\n- Cabin at around (0, 2, 0) area, facing toward -Y/+X? Let's put cabin facing the pond. Pond in front of cabin (to the -Y side, i.e., toward camera). Camera at around (14, -16, 8) looking at cabin/pond area.\n- Pond: ellipse centered around (-2, -8), size ~ 10x7.\n- Dock from cabin side into pond.\n- Trees: a couple behind cabin, one or two near pond edges.\n\nTerrain: a big plane, maybe 60x60, with a dip for pond. Simpler: create terrain via grid mesh with a depression where pond is. Or just place pond water plane slightly below a \"rim\" and add a beach ring. Simplest robust approach: large ground plane at z=0, pond area: create a basin mesh (a disc lowered) and water plane at z=0.05 with ground around having a hole? A hole is complex. Alternative: put water slightly recessed with a sand/dirt rim ring around it, so it reads as a pond. Actually easiest: make ground plane with a shallow depression modeled by a separate \"basin\" mesh: a UV sphere flattened dark mud under the water plane. Water plane is semi-transparent so basin visible below. The ground plane covers everything at z=0; water plane at z=-0.1 would be under ground... Hmm.\n\nBetter: build terrain as a mesh where I displace down within pond ellipse. Use a grid mesh (subdivided plane 60x60 with, say, 128x128 verts via bmesh or numpy). Set z = depression function based on distance to pond center, plus gentle noise. Then water plane (circle) at z = -0.25 within pond. That gives real pond. Good for both render and GLB (simple meshes).\n\nTerrain material: grass green with slight noise variation, darker near pond (mud). Use vertex colors or procedural based on geometry position. For GLB compatibility, vertex colors export fine. Maybe simpler: single grass material with noise texture (bake may handle). I'll use a Noise-based color ramp mixing greens; plus a separate mud ring mesh around pond edge? Could assign material by vertex weight: create vertex group for mud near pond and blend? Simpler: two materials on terrain, assign faces whose center is near pond edge to mud material. Face assignment exports to GLB fine.\n\nTrees: pines made of cones with dark green material + trunk cylinders. Deciduous: trunk + 3-4 icosphere blobs. Use a few variations, place 5-7 trees (\"a few trees\").\n\nCabin details:\n- Foundation: stone base box.\n- Logs: horizontal cylinders along X for front/back walls, along Y for side walls. Log radius ~0.14, length to wall length. Alternate interlocking at corners (extend slightly beyond corner alternating).\n- Front wall has door and window openings: build logs with gaps: full logs below window sill, split logs beside window, full logs above. This is doable: define opening intervals along wall length; for each log height, compute segments excluding opening ranges.\n- Roof: gable. Two slabs (boxes) sloped, with overhang. Plus ridge log, purlins. Roof material: dark brown shingles or warm red-brown. Maybe add slight shingle texture via bump.\n- Gable ends: triangle walls — use mesh prisms with horizontal log-like planks or just wood planks.\n- Chimney: stone box tapering, on one gable end, extends above roof. Stone material with noise bump. Add a cap stone and maybe smoke? Smoke via volumetric would be render-only; maybe skip or add subtle smoke column with volumetric material in Cycles — could look nice but risky. Maybe add a light smoke using a mesh with principled volume — Cycles fine. I'll consider adding subtle smoke. Actually keep it optional at end if time permits.\n- Windows: frame boxes + emissive warm glass (warm light inside). Add interior point light for glow spill.\n- Door: wooden planks + handle.\n- Porch? Maybe small porch with a couple posts and a step. Could add nice detail: a small porch overhang in front of door. Keep simple: a step and a lantern beside door (emissive).\n- Firewood stack beside cabin: small cylinders stacked — nice detail.\n\nDock: posts (cylinders) into water, plank deck (boxes with gaps), maybe a small bench or a moored rowboat? Rowboat could be nice but complex; maybe a simple rowboat made from a scaled sphere cut... skip boat, add a crate or rope post. Keep dock nice: ~2.5m long, 1.2m wide, planks along length.\n\nPond: water material — Principled BSDF: Transmission 1, roughness 0.05-0.15, IOR 1.333, slight blue-green tint. For GLB, transmission may export okay (alpha blend?). GLB might make it transparent-ish. Fine. Add slight ripple via Noise bump. Under water: dark mud basin already part of terrain depression. Maybe add a few rocks at edges and lily pads (flat discs) — nice touch. A couple of cattails (cylinder stem + capsule brown head) near dock.\n\nRocks: icospheres with random scale, gray material, a few around pond and near cabin foundation.\n\nGrass tufts: could scatter via geometry — maybe small crossed planes? That's a lot of geometry; maybe scatter ~100 small tufts as instanced ico/cones. Keep moderate. Or use a particle system (render-only, not in GLB). For GLB readability, better to have actual mesh tufts but limited count near camera. I'll add simple tufts: small cone clusters in a few spots, and rely on ground texture elsewhere.\n\nPath: flat stones from cabin door to dock: squashed cylinders gray.\n\nSky/world: use Sky Texture (Nishita) with sun elevation low (~10-15°), warm. Or simple gradient background + sun lamp. Nishita sky works in Cycles and looks good. For GLB, world doesn't matter much. Add sun lamp aligned with sky sun.\n\nColor management: use AgX (Blender 4.x) or Filmic, with medium-high contrast look.\n\nFog/atmosphere: slight mist over pond via volumetric cube? Might slow render. Skip or very subtle. Maybe add a big volume cube with very low density (0.002) for atmosphere depth. Cycles handles okay. Optional.\n\nCamera: place to capture cabin + pond + dock + trees. Something like location (13, -15, 6.5) lens 45-50, target at (0, 1, 2).\n\nRender settings: Cycles, 1536x1536, 64 samples, denoise on. GPU if available — the benchmark does final render; I just set scene. I'll also do my own test renders at lower res/samples.\n\nLet me also add warm interior light, window emissive planes.\n\nPlan code steps:\n1. Setup: clear scene, render settings, world sky, sun, helpers (material functions, mesh helpers).\n2. Terrain with pond depression + materials (grass/mud).\n3. Water plane.\n4. Cabin: foundation, logs, gables, roof, chimney, door, windows, porch step, lantern, firewood.\n5. Dock + rocks + lily pads + cattails.\n6. Trees (pines + one deciduous) + grass tufts + path stones.\n7. Lights: sun angle, interior point lights, camera.\n8. Test render thumbnail, screenshot, adjust.\n9. Save file.\n\nLet me write robust code. Use mathutils. I'll define helper to create box via bpy.ops.mesh.primitive_cube_add and set scale/apply? For export fine without applying. But bevels: add bevel modifiers? Modifiers export to GLB only if applied (exporter applies modifiers usually). The GLB exporter applies modifiers by default. Fine.\n\nBe careful about booleans — avoid; use segment approach for logs.\n\nLog cabin construction details:\n- Cabin footprint: width X = 6 (front along X), depth Y = 5, walls from z=0.3 (on foundation) up to ~3.0, gable up to 4.6.\n- Foundation: box 6.4 x 5.4 x 0.5 at z=0.25, stone gray.\n- Log radius r = 0.15, spacing 0.27 (slight overlap). Number of log courses: from z0=0.55 to wall top 3.0: n = (3.0-0.55)/0.27 ≈ 9 courses.\n- Front wall (y = -2.5) faces pond (-Y). Door opening: x in [-0.5, 0.5], z from 0.55 to 2.35. Window openings front: x in [1.8,3.0]... wait wall half-length 3. Let me set: door center x=-0.9? Let's do door at x=-1.2 (width 1.1), window at x=1.6 (width 1.4). Side walls: window each centered, width 1.4.\n- For each course z, for each wall, build log segments avoiding openings when log z within opening z-range.\n- Openings z-range: door: 0.55–2.3; windows: sill 1.2 to top 2.3.\n- Corner interlock: logs along X extend beyond corner alternating: even courses X-logs extend 0.3 beyond, odd courses Y-logs extend. Simplify: extend both by small amount alternately.\n\nWindows: recess a frame: 4 thin boxes frame + glass plane emissive warm + cross muntins.\n\nGables: triangular prism mesh at front/back from z=3.0 to ridge 4.7. Fill with vertical plank material or horizontal small logs. I'll make a mesh triangle prism with wood material, and add a few horizontal trim boards.\n\nRoof: slope from ridge z=4.7 down to eaves z=3.0 at y=±(2.5+0.7 overhang). Two boxes rotated about X axis. Angle: dy from 0 to 3.2, dz from 4.7 to 2.85 (eave slightly below top log 3.0 for overlap): slope length sqrt(3.2² + 1.85²) ≈ 3.7. Angle = atan2(1.85,3.2) ≈ 30°. Box dimensions: width X = 7.2 (overhang gables by 0.6 each), thickness 0.12, length 3.7+0.4. Position accordingly. Add ridge cap log cylinder along X at top. Also add purlin ends visible under eaves maybe — skip.\n\nRoof material: dark warm brown with slight roughness variation; maybe shingle stripes via Wave texture bump. Keep procedural noise bump.\n\nChimney: at gable end x = +3.0 (right side), actually place at x=+2.2, on the roof slope... Classic: chimney on gable end exterior: at x = 3.0+0.35, centered y=0, from ground z=0 up to 5.6 (above ridge 4.7). Stone box 0.9x0.9, taper slightly: use two stacked boxes or a mesh taper. Add cap: slightly larger slab at top, and flue hole dark. Smoke: optional volume.\n\nLet me add subtle smoke: a vertical series of metaballs? Not exportable but render-only okay... Actually metaballs might not export; fine. Simpler: skip smoke, or add a cylinder with volume scatter+absorption, density noise. I'll add a small volume cube above chimney with low density Noise-driven via Texture Coordinate → Noise → ColorRamp → density. Cycles only. Might look nice. Risk: renders slow with volume; keep density low and bounds small. I'll try; if problematic, remove.\n\nInterior: put a warm point light inside cabin + emissive windows; door slightly open? Keep door closed with warm lantern beside.\n\nLantern: small post + emissive box/sphere, warm point light nearby. Nice at dusk.\n\nSun: warm color (1.0, 0.75, 0.5)ish, strength 3, angle for long shadows. Sky: Nishita, sun elevation 12°, rotation to backlight cabin nicely. Warm dusk ambiance.\n\nPond position: center (-1.5, -8.5), radius x 6.5, y 4.5 — in front of cabin (front is -Y). Dock from cabin front (y=-2.5) extending to pond... distance from cabin front to pond edge: pond edge at y = -8.5+4.5 = -4.0. So shore at y≈-4. Dock from y=-4.2 to y=-7.0 (3m into water). Dock x ≈ -1.0 (in front of door-ish; door at x=-1.2). \n\nPath stones from door (x=-1.2, y=-2.5) to dock start (x=-1.0, y=-4.2): place ~4 flat stones.\n\nTerrain: 70x70 plane, grid 100x100 verts. z = f(x,y): base gentle noise (0.3 amplitude low freq) + pond depression: d = ((x+1.5)/6.5)² + ((y+8.5)/4.5)²; if d<1: z -= 1.2*(cos smooth)... smooth depression: z = -1.4*(1-d)² for d<1 with smooth transition. Also raise far edges slightly? Keep simple. Add small noise except in pond.\n\nTerrain materials: grass (green, noise), mud ring (where near pond, faces with center within d<1.15 → mud brown). Underwater deeper = darker mud. Same material assignment approach.\n\nWater: circle mesh radius covering d<1 area: ellipse 6.5x4.5 at z=-0.22. Use a disc with some subdivisions for slight wave displacement? Just flat plane with bump noise in material. Good.\n\nAlso add a second \"wet sand\" ring? The mud material covers.\n\nTrees placement:\n- Pines: (-7, 3), (-9, -2), (6, 4.5), (8.5, -1), (-4, 7) behind cabin; a couple near pond: (7.5, -6.5) medium, (-8, -7). Heights 5-8.\n- One deciduous near pond right side (5.5, -4.5) with autumn-orange foliage? Warm fall colors could be gorgeous with warm light. Maybe mix: mostly green pines + one golden-orange deciduous (like a birch/maple) — adds warm accent. \n\nGrass tufts: scatter ~150 small 3-blade cones near camera area avoiding pond and cabin. Use one mesh object with all blades joined? For GLB fine. Simpler: create tuft mesh via bmesh combining several cones, then instance? Just create a collection of joined geometry once. I'll generate all tufts into a single mesh using bmesh or from_pydata. Keep counts low: 120 tufts * 5 blades * (4 verts + faces) tiny.\n\nReeds/cattails at pond edge: ~8 spots near dock and far edge: stem cylinder (thin, 1.2 tall) + brown capsule head (scaled UV sphere). Join into one object.\n\nLily pads: 6 discs (flattened cylinders, green) floating at z=-0.2 scattered on pond + one small flower (pink ico). \n\nRocks: ~7 icospheres scaled, gray with noise bump, at pond edge and near foundation.\n\nFirewood stack: at cabin side x=-3.2? Side wall at x=±3. Stack at (-3.8, 0.5): rows of small cylinders horizontal. ~12 logs.\n\nBench on dock? small: two posts + plank seat. Add simple bench.\n\nRowboat? skip.\n\nPorch: maybe small awning over door: two slanted posts + small slab roof. Nice touch: at door (x=-1.2, front y=-2.5): posts at (x=-1.9/-0.5, y=-3.6), slab from y=-2.5 to -3.9 sloped slightly. Adds cabin charm. Do it.\n\nWindow shutters? maybe simple frames suffice.\n\nGable trim: add bargeboard along roof edges (thin boxes along slope at front/back) — nice detail.\n\nBirds? skip.\n\nNow materials (Principled):\n- wood_log: base color warm brown (0.35,0.18,0.08) with Noise→ramp variation (0.25-0.45 value) roughness 0.7, bump from noise. Add Wave texture bands along log? Per-object coords vary; fine.\n- wood_plank (roof, dock, door): darker/lighter browns.\n- roof: (0.22,0.1,0.06) roughness 0.8 with wave bump stripes.\n- stone: gray (0.3) with Noise ramp gray variation + strong bump. Colors slightly warm gray.\n- grass: (0.15,0.28,0.08) noise to (0.1,0.2,0.05); roughness 0.9.\n- mud: (0.16,0.11,0.06).\n- water: transmission 1, base slight teal (0.05,0.15,0.15), roughness 0.08, IOR 1.333; bump tiny noise scale high.\n- glass warm emissive: emission (1.0,0.55,0.2) strength 4 + slight transmission? Just emission mixed with glossy? Simple: Emission shader strength 3 warm. In GLB exports as emissive — good.\n- foliage pine: dark green (0.05,0.14,0.05) rough noise.\n- foliage autumn: (0.55,0.25,0.05)-ish.\n- rock: gray.\n\nWorld: Nishita sky texture: sun_elevation 10°, sun_rotation such that sun comes from front-left (warm rim on cabin front). Actually want front of cabin lit warmly: camera at (13,-15,6.5) looking NW-ish... front of cabin faces -Y (south). Put sun in south-west: direction from (-0.5,-1,0.2)-ish. I'll set sun rotation manually and match Nishita rotation approximately.\n\nSky strength: Nishita background strength ~1.0; plus sun lamp strength ~3-4 for defined shadows. Dusk ambience: maybe lower sky to 0.6 and sun warm.\n\nAdd subtle warm point lights: inside cabin (strength 60W warm), lantern (30W), maybe one on dock post lantern (20W). Gives evening coziness.\n\nVolumetric: world volume skip; local mist over pond: cube (pond area, z -0.2..0.8) with Principled Volume density 0.015 driven by noise — nice god-ray-ish mist. Render cost moderate. I'll include; can remove if too slow/noisy. Also chimney smoke volume. Let me include smoke, skip mist maybe. I'll test render and decide.\n\nCamera: DOF slight? Keep everything in focus (f/8). Set target empty at (0,0.5,2.2).\n\nResolution for final: they'll override to 1536x1536 anyway; set square.\n\nNow write code. I'll do it in several execute_blender_code calls, checking results. Let me be careful with Blender version: likely 4.x. Use `bpy.data.materials`, Principled inputs names changed in 4.0: 'Base Color', 'Roughness', 'IOR', 'Alpha', 'Transmission Weight', 'Emission Color', 'Emission Strength', 'Coat Weight'. I'll use helper that tries both names.\n\nFor Nishita: world node tree with ShaderNodeTexSky (sky_type 'NISHITA'), sun_elevation, sun_rotation, altitude. Connect to Background.\n\nLet me start coding.\n\nStep 1 code: clear + helpers + materials + world + render settings. Then verify no errors. Use `result` dict to return info.\n\nI'll write a big helper block first. Because each tool call executes in same live Blender, functions defined in one call's exec namespace may not persist? The code runs via exec in some namespace — likely each call fresh. Safer: redefine helpers when needed, or store in bpy.app.driver_namespace, or build everything in fewer large calls. I'll store helpers in a module-level dict: `import bpy; ns = bpy.app.driver_namespace; ns['helpers']=...`. Simplest: do the build in a handful of self-contained calls where each call redefines small helpers (create_box etc.) as needed. Or attach helper functions to bpy.types? Eh. I'll just include helper definitions at top of each call — compact helpers.\n\nLet me draft the code carefully.\n\nCommon helpers:\n\n```python\nimport bpy, math, random\nfrom mathutils import Vector, Matrix\n\ndef mat_principled(name, color, rough=0.6, metallic=0.0):\n    m = bpy.data.materials.get(name) or bpy.data.materials.new(name)\n    m.use_nodes = True\n    bsdf = m.node_tree.nodes.get('Principled BSDF')\n    bsdf.inputs['Base Color'].default_value = (*color,1)\n    bsdf.inputs['Roughness'].default_value = rough\n    return m\n\ndef box(name, loc, scale, mat=None, bevel=0.0, rot=(0,0,0)):\n    bpy.ops.mesh.primitive_cube_add(location=loc, rotation=rot)\n    o = bpy.context.active_object\n    o.name = name\n    o.scale = (scale[0]/2, scale[1]/2, scale[2]/2)\n    bpy.ops.object.transform_apply(scale=True)\n    if bevel>0:\n        mod = o.modifiers.new('bev','BEVEL'); mod.width=bevel; mod.segments=2\n    if mat: o.data.materials.append(mat)\n    return o\n\ndef cyl(name, loc, radius, depth, mat=None, rot=(0,0,0), verts=16):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc, rotation=rot)\n    o = bpy.context.active_object; o.name=name\n    if mat: o.data.materials.append(mat)\n    return o\n```\n\nRotation for horizontal cylinder along X: rot=(0,pi/2,0); along Y: rot=(pi/2,0,0).\n\nShade smooth for cylinders/cones/spheres: set polygons smooth.\n\nNoise material helper:\n\n```python\ndef noise_mat(name, c1, c2, scale=5, rough=0.7, bump=0.3):\n    m = bpy.data.materials.new(name); m.use_nodes=True\n    nt = m.node_tree; bsdf = nt.nodes['Principled BSDF']\n    tex = nt.nodes.new('ShaderNodeTexNoise'); tex.inputs['Scale'].default_value=scale\n    tex.inputs['Detail'].default_value=4\n    ramp = nt.nodes.new('ShaderNodeValToRGB')\n    ramp.color_ramp.elements[0].color=(*c1,1); ramp.color_ramp.elements[1].color=(*c2,1)\n    nt.links.new(tex.outputs['Fac'], ramp.inputs['Fac'])\n    nt.links.new(ramp.outputs['Color'], bsdf.inputs['Base Color'])\n    bsdf.inputs['Roughness'].default_value=rough\n    if bump>0:\n        b = nt.nodes.new('ShaderNodeBump'); b.inputs['Strength'].default_value=bump; b.inputs['Distance'].default_value=0.2\n        nt.links.new(tex.outputs['Fac'], b.inputs['Height'])\n        nt.links.new(b.outputs['Normal'], bsdf.inputs['Normal'])\n    return m\n```\n\nGenerated coordinates default for texture — fine.\n\nTerrain build: use bpy.ops.mesh.primitive_grid_add? There's `bpy.ops.mesh.primitive_grid_add(x_subdivisions=..., y_subdivisions=..., size=...)`. Then displace verts via python loop over mesh verts (after apply? Grid object vertices accessible via o.data.vertices, coordinates local). I'll set z in local coords (plane at z=0 local). Function:\n\n```python\ndef terrain_z(x,y):\n    # pond depression\n    px,py=-1.5,-8.5; rx,ry=6.5,4.5\n    d=((x-px)/rx)**2+((y-py)/ry)**2\n    z=0.0\n    # gentle noise\n    z += 0.25*math.sin(x*0.35)*math.cos(y*0.3) + 0.15*math.sin(x*0.9+1.7)*math.cos(y*0.7+0.6)\n    if d<1.0:\n        dep=1.6*(1-d)**2  # smooth bowl\n        z-=dep\n        # flatten noise underwater\n    return z\n```\n\nBut noise near shore should smoothly reduce: multiply noise by min(1, max(0,(d-0.9)*3)) hmm. Simpler: scale noise factor = clamp((d-0.8)/0.4,0,1). Underwater flat.\n\nAlso maybe add gentle hill far away: z += max(0, (r-20))*0.03? skip.\n\nGrid 70 size, subdivisions 120 → 120x120=14400 verts, fine. Actually primitive_grid_add x_subdivisions is number of cuts? In Blender, primitive_grid_add(x_subdivisions=101) gives 101x101 verts? I think x_subdivisions = number of vertices along axis? Docs: \"x_subdivisions – Number of subdivisions along X\" — it creates that many verts per side? Let me just set 120 and check len(verts). Or safer: build via from_pydata with numpy-like loops. I'll do from_pydata for control.\n\nThen assign material index per face: mud if face center within d<1.12 or z<-0.05 else grass. Two materials appended; set polygon.material_index.\n\nSmooth shading terrain: yes, plus maybe Subdivision? no.\n\nWater: create ellipse disc: primitive_circle_add(vertices=64, radius=1, fill_type='NGON') scale (6.3,4.3) at (-1.5,-8.5,-0.22). Slight overlap under terrain edges: terrain at d=1 has z≈0 minus small; water at -0.22 below shore z=0 — shore gap? At d=1, terrain z=0; water edge at d=1 z=-0.22; the terrain smoothly dips below water near d where z_terrain < -0.22 → waterline at that contour. Good, water disc radius slightly beyond where terrain is above water: at edge of disc (d≈1) terrain is above water (z=0 > -0.22) so water edge tucks under terrain. \n\nCabin logs: write function build_wall(axis, fixed_coord, length, z_start, z_end, openings) where openings = list of (a0,a1,z0,z1) along wall axis. For each course i, zc = z_start + i*step; segments = subtract openings (where zc in [z0,z1]) from [−L/2, L/2]. Add logs (cyl along axis) for each segment. Corner extension: alternate extend X-wall logs by 0.35 at each end on even i, Y-wall logs on odd i.\n\nCabin origin: place cabin center at (0.5, 1.5)? Earlier I said cabin at y≈+1.5, front at y=-1.0? Let me define cabin center C=(0.5, 2.0); width 6 (X: -2.5..3.5), depth 5 (Y: -0.5..4.5). Front wall y=-0.5 facing pond (pond center y=-8.5, edge y=-4). Distance front→shore = 3.5m — yard for path + a bit of grass. Door at x=0? Let me center door x=0.5? Hmm keep cabin centered x=0.5 to leave more room on left for wood stack. Actually simpler: cabin center (0,2), width 6: X -3..3, Y -0.5..4.5. Door at x=-1.0 front. Window front at x=1.7. Side windows centered y=2 at x=±3.\n\nRidge along X (front/back gables? No—gable ends at x=±3 means ridge along X; front wall is eaves side). Chimney on gable end x=+3 exterior. Fine. Roof slabs slope in ±Y directions, ridge line along X at y=2, z=4.7. Front eave overhang toward pond: nice porch-ish shadow.\n\nGable triangles at x=±3 (vertical planes), from z=3.05 up to 4.7, base width 5 (y -0.5..4.5).\n\nRoof slope: eave at y=-0.5-0.8=-1.3 (front) and y=4.5+0.8=5.3 (back), z_eave=2.95. Ridge at y=2, z=4.75. dy from ridge to eave: 3.3; dz=1.8; slope angle atan(1.8/3.3)=28.6°, slope length sqrt(3.3²+1.8²)=3.76.\n\nRoof slab: box width X 7.4, thickness 0.14, length 3.9, rotated about X by ±angle, centered at (0, 2±(3.3/2), (4.75+2.95)/2) minus slight. Compute: for front slab (y<2): rotation about X axis by angle θ where θ = atan2(1.8,3.3) ≈ 28.6°? Box local Y along slope. Rotation_euler x = +θ or -θ depending side. I'll compute positions in code with vectors to avoid sign confusion: create slab via box then set rotation_euler and location from computed center; the slope direction sign determines rot. Let me compute: front slab spans from ridge (y=2,z=4.75) to eave (y=-1.3,z=2.95). Direction d=(dy=-3.3, dz=-1.8). The slab's local Y axis should align with d. Rotating box about X by angle a maps local Y (0,1,0) to (0,cos a, sin a). Want (cos a, sin a) ∝ (-3.3,-1.8)/3.76 → cos a = -0.878, sin a=-0.479 → a = atan2(-0.479,-0.878) ≈ 180+28.6 = 208.6° or equivalently a = π + 0.499. Fine—code computes a=math.atan2(dz,dy).\n\nRidge cap: cylinder along X at (0,2,4.78) r=0.12 length 7.5.\n\nBargeboards: thin boxes along gable slope edges at x=±3.05, following roof line: slope from (y=2,z=4.75) to (y=-1.3?, z=2.95) — barge at gable ends x=±(3+0.05): angle same as roof, thin box 0.18 wide. Optional; add.\n\nGable wall: mesh prism: vertices at (±0.06 thick): triangle (y=-0.5,z=3.0),(y=4.5,z=3.0),(y=2,z=4.72). Build front & back face + sides. Use from_pydata with 6 verts prism. Material wood planks vertical — just wood_mat. Add 3 horizontal trim boards on gable for log look? skip; gable often plank-sided.\n\nUnder-gable: top log at z≈2.95 across — logs go up to 3.0.\n\nPurlins: cylinders under roof at z ~3.9 along Y at x=±1.5? Hidden mostly; skip.\n\nFloor/threshold: door sill stone.\n\nDoor: at front wall y=-0.5, opening x -1.55..-0.45 (width 1.1), z 0.55..2.35. Door slab: box at y=-0.52, x=-1.0, size 1.06 x 0.1 x 1.75, dark plank + frame trim + small handle sphere. Door slightly recessed.\n\nWindows: front window at x=1.7 (center), opening 1.4 wide (1.0..2.4), z 1.25..2.35. Frame: 4 boxes forming border thickness 0.1, depth 0.12 at y=-0.5±. Glass: plane at y=-0.5 emissive warm. Muntins: vertical+horizontal thin bars. Side windows same at x=±3, y=2, openings in Y direction 1.4 (y 1.3..2.7).\n\nInterior glow: point light at (0,2,1.8) energy 80W color (1,0.6,0.3) radius. Also emissive planes behind openings emit in Cycles. Windows emissive material: Emission shader color (1,0.55,0.25) strength 6. In GLB, emissive exports (as unlit) — okay.\n\nChimney: x=3.0+0.55=3.55? Gable end at x=3. Chimney exterior: center x=3.0+0.45=3.45, y=2.0, from z=0 to 5.5. Taper: base 1.1x1.1 up to z=3.5, then 0.85x0.85 to 5.5, cap slab 1.1x1.1x0.15 at 5.55, flue dark box 0.4x0.4x0.1 at 5.6 dark. Stone material. Slight batter taper optional—two-box approach fine. Must intersect roof slope: at x=3.45 roof still there (roof spans x -3.7..3.7) — chimney passes through roof near eave at gable edge... Roof slope at y=2 is ridge (highest) — chimney at y=2 pokes through ridge end region. It's exterior gable-end chimney: place at x=3.45 fully outside wall (wall at x=3). Roof overhang in X is ±3.7 → roof covers chimney partially; chimney through roof is fine visually since it extends above ridge (5.5 > 4.75). OK good — but visually chimney adjacent to gable end, roof eave edge near it; acceptable.\n\nAlternatively place chimney along back wall slope—more complex flashing. Gable-end chimney is classic. Good.\n\nSmoke: cylinder above chimney z 5.6..9, radius 0.5, Principled Volume density from Noise (scale 2, distortion) multiplied by gradient? Keep density 0.08 * noise. Might look blobby; use ColorRamp to fade top. I'll attempt; verify in render; remove if ugly.\n\nPorch awning over door: posts at (x=-1.75 and -0.25, y=-1.6) radius 0.09 from z=0 to 2.6; slab from y=-0.55 to -1.9, x -2.0..0.0, thin box sloped slightly (front edge z 2.45, back 2.65). Wait front wall at y=-0.5; posts at y=-1.6. Slab rot about X small angle. Add two diagonal braces maybe skip.\n\nStep stone at door: flat box 1.2x0.8x0.15 at (-1.0,-1.0,0.45)? Ground z≈0 with noise; door sill at z=0.55. Add two steps: boxes z 0.15 & 0.35 heights. Terrain height at door ~ z(−1,−0.8)≈ small. Steps: box1 (-1.0,-1.05,0.3) size (1.2,0.5,0.25); box2 (-1.0,-1.5,0.15) size (1.2,0.5,0.2). fine.\n\nLantern: post beside door at (0.2,-1.0): small cylinder pole h 1.6? Wall-mounted: small box bracket on wall + lantern box (0.18³) with emissive amber glass + point light small energy 15W. Place at (0.35,-0.62,2.2)? beside door top. Simpler: hang from porch slab: at (-1.0,-1.3,2.2) lantern sphere emissive + point light. Do hanging lantern under porch: cute.\n\nDock: start shore y=-4.1 to y=-7.2 (3.1 long), width 1.3, x centered -0.6 (path from door x=-1 to dock x=-0.6). Posts: 4 cylinders r0.09 at (x=-1.15/-0.05, y=-4.6/-6.9) from z=-1.2 to 0.75 (deck at 0.55). Deck planks: boxes 1.3 x 0.28 x 0.07 at z=0.58, spaced 0.33 along y from -4.15 to -7.15 → ~9 planks. Slight random y-offset/rotation for rustic. Support beams under: two boxes along y at x edges z=0.5. Bench at end: seat box 1.1x0.35x0.06 at z=1.0? plus legs. Maybe add mooring post + coiled rope (torus) — torus flattened on deck: nice. Add lantern post at dock end: pole + emissive lantern + point light → reflections in water! Lovely.\n\nDock planks weathered gray-brown wood.\n\nRowboat? skip (time).\n\nTrees:\nPine function: trunk cyl r0.15h*..., 3-4 cones stacked (r decreasing 1.6→0.5, heights), dark green. Slight per-tree scale/hue variation via material variants (2-3 mats).\nDeciduous: trunk (cyl slightly tapered—use cone r1 0.18 r2 0.12 h 2.2) + 3 icospheres (radius 1.2-1.6) offset, autumn orange material with noise.\n\nPositions (check not blocking camera view of cabin; camera from front-right (13,-15). Cabin front-right area should stay open. Trees: back-left (-6,6), left (-7.5,1), right back (6.5,5.5), right mid (8,0.5), near pond left (-7,-6), far right of pond (6,-7.5) small, plus deciduous at (4.5,-4.8) right of dock (frames nicely, keep smallish), and maybe one tall pine behind-right (9,3). 6-8 trees total.\n\nWatch occlusion: from camera (13,-15,6.5) toward cabin (0,2): trees at (8,0.5) and (6.5,5.5) might occlude cabin right side/chimney; place right-side trees further out (x>8.5) or behind cabin (y>5). I'll tune after screenshot.\n\nGrass tufts: random in radius 20 excluding pond (d<1.15), cabin footprint (|x|<3.6, -0.9<y<4.9), dock strip, path. 150 tufts, 5 blades each: blades = small cones (r 0.02-0.035, h 0.18-0.3) tilted randomly. Join all into one mesh via bmesh? Building 750 cones via ops is slow (~750 ops calls, maybe 10-20s). Better: from_pydata: for each blade create 5 verts (4 base + tip) 4 triangles... A cone as 4-sided pyramid: 5 verts, 6 faces (4 sides + base optional). 750*5=3750 verts fine. Build arrays in python, single mesh. Material grass blade green slight variation—single mat.\n\nCattails: ~10 clumps at pond edge around angles avoiding dock front view; each: 3-5 stems (thin cyl h 1.0-1.4) + head (capsule: UV sphere scaled (0.05,0.05,0.18) brown) + couple long leaves (thin boxes?) skip leaves. Build via ops loops (~50 objects? join). Use from_pydata too? Simpler: create one stem mesh and one head mesh, then use linked duplicates (object.copy()) — many objects okay (~60). Or join at end into one object per type. Manageable: create stem template + head template, then duplicates, join all cattails into \"Cattails\" object at end via ops join (needs context). Alternatively keep as separate objects named CC_001... fine for scene. But GLB many objects fine.\n\nActually simpler: build cattails with from_pydata as well? Cylinder math manually is easy: 8-gon stem: verts at z0,z1; head as stretched octahedron-ish: use two rings + caps. Eh—use ops + join.\n\nRocks: 8 icospheres subdiv 1-2, random scale 0.3-0.8, squash z, random rot, gray noise mat. Place pond edge angles & near chimney & randomly.\n\nLily pads: 7 flattened cylinders (r 0.18-0.3, h 0.02) at z=-0.19 (slightly above water -0.22), dark green; one lotus flower: 6 pink \"petals\" (scaled spheres) — or simple pink icosphere small. Keep simple: small pink cone cluster? A tiny pink UV sphere squashed reads as flower bud. OK.\n\nPath stones: 5 flattened irregular cylinders (vertices 7, r 0.35-0.5, h 0.08) from door steps (x=-1,y=-1.8) to dock start (-0.6,-4.1): positions lerp with jitter, z≈0.06 (follow terrain z approx 0). Gray stone mat.\n\nFirewood: at left side wall x=-3.6, y=1..2.4: stack cylinders (r 0.09, depth 0.8) axis Y? Logs stacked horizontally against wall: axis along Y, rows: 5 bottom,4,3 at z 0.35,0.53,0.71, x=-3.5. Add two end posts. Wood end material vs bark — single log mat fine + maybe end discs lighter (skip).\n\nFence? skip.\n\nBackground interest: distant treeline? Add ring of large simple pines at r 25-32? They'd fill horizon nicely in render. ~10 distant pines simplified (2 cones) dark. Cheap. Also slight ground rise far. OK add 8 distant pines.\n\nClouds? Nishita has none; fine. Could add few big fluffy cloud meshes? skip.\n\nBirds: two simple \"V\" shapes? skip.\n\nLighting rig:\n- Sun: rotation to come from southwest front-left of camera... Camera at (13,-15): looking direction toward (0,2) is (-13,17) → looking northwest. Cabin front faces -Y (south). For warm light on front facade + right side (camera sees front + right/east side x=+3 with chimney), sun from south-southeast: direction pointing from (5,-8,4) toward origin-ish → sun at azimuth ~ southeast. Sun object rotation: point light direction -Z local; set rotation_euler = (radians(25), 0, radians(-35))? Easier: create sun, use rotation via tracking: sun_dir vector from sun position to target; set rotation with Quaternion track. I'll compute: place \"Sun\" with rotation_euler such that its -Z points along desired direction d (light travel direction). Use `direction.to_track_quat('-Z','Y')`. d = normalize(target - sun_pos). Sun pos: (10,-18,10)*k? That gives elevation atan(10/sqrt(10²+18²))≈26° — dusk lower: sun pos (12,-20,7): elevation ~17°. Warm color (1.0,0.62,0.38), strength 3.5, angle 0.03 rad softness? sun angle property `angle` default 0.009; set 0.05 for soft shadows.\n- Sky Nishita sun_elevation radians(14), sun_rotation matching azimuth: Nishita sun direction: rotation about Z from +X? sky sun_rotation rotates sun in azimuth; with sun at southeast-ish... exact match not critical (sky sun disc position vs lamp shadows). Try align roughly: sun azimuth: position (12,-20) → direction to origin (-12,20) meaning light travels toward +X? The visible sun disc in sky is in direction of the sun position from origin: azimuth = atan2(-20,12) ≈ -59° (i.e., 59° south of +X east? in Blender atan2(y,x)). sun_rotation param measured from... I'll set sun_rotation = atan2(sun_y, sun_x) - pi/2? Not sure of offset; minor. Set sky sun_elevation 15°, rotation pick so bright region near where lamp is: test via render.\n\nAlso add faint cool fill: big area light? Nishita provides fill. Maybe add weak blue-ish area from north to soften shadows: area light energy 300, size 10, color (0.6,0.7,1.0) at (-10,10,12)? Could help shadow readability. Optional small.\n\nPoint lights: interior (0,2,1.9) 60W warm; dock lantern (−0.6,−7.0,1.5) 25W; porch lantern (−1,−1.35,2.2) 20W. Names.\n\nColor management: view_transform 'AgX', look 'AgX - Medium High Contrast' (in 4.x look names like 'AgX - Medium High Contrast'? Actually looks: 'None','AgX - Very Low Contrast',... 'AgX - Medium High Contrast' exists). Set exposure +0.3.\n\nRender settings: engine CYCLES, samples 64 (they override anyway), use_denoising True, resolution 1536². For my previews, I'll temporarily set 640² samples 32 via render_thumbnail tool (it overrides settings itself, low quality). render_thumbnail_to_path \"temporarily overrides settings\" - good for previews.\n\nCamera: (13.5,-15.5,6.8), target (0,0.5,2.0), lens 50. Use track quat. DOF off (or f/7).\n\nNow GLB export: The benchmark does the export; I just need scene saved? \"save a complete scene\". I'll save to /tmp or current path: bpy.ops.wm.save_as_mainfile(filepath='/tmp/cabin_scene.blend')? Better a proper path; the harness likely handles saving? It says \"save a complete scene\" — I'll save to a file. I'll pick '/tmp/blender_bench_cabin.blend' — hmm, maybe current directory. Use os.path.expanduser? I'll use bpy.path.abspath('//cabin_pond_scene.blend')? If file unsaved, // is cwd. I'll save to '/tmp/cabin_pond_scene.blend' AND it's fine. Actually benchmark likely exports from the live session/saved file automatically; saving anywhere reasonable is fine. I'll save and mention path.\n\nLet me also set scene name, tidy outliner via collections: Cabin, Landscape, Vegetation, Props, Lights. Not strictly needed but nice. Moderate effort — I'll create collections and link objects accordingly via helper `move_to_collection`.\n\nTo keep code simpler, I'll create collections and create objects then move. Helper:\n\n```python\ndef to_col(o, col):\n    for c in list(o.users_collection): c.objects.unlink(o)\n    col.objects.link(o)\n```\n\nOrder of building with separate calls:\nCall A: setup scene, world, sun? (sun later with lights), materials creation (all), collections. Return summary.\nCall B: terrain + water + mud assignment.\nCall C: cabin full build (foundation, logs, gables, roof, chimney, windows, door, porch, steps, lantern).\nCall D: dock + path + firewood + rocks + lilypads + cattails + grass tufts.\nCall E: trees (pines, deciduous, distant).\nCall F: lights (sun, points, fill), camera, color management, smoke volume (maybe).\nCall G: test render thumbnail → screenshot check; adjust.\nCall H: save.\n\nMaterials list to create in Call A:\n- log_mat (noise browns (0.32,0.16,0.07)-(0.45,0.26,0.13), scale 4, bump .35)\n- plank_mat (dock/porch: (0.28,0.2,0.13)-(0.4,0.31,0.22) weathered, scale 3)\n- roof_mat ((0.16,0.07,0.05)-(0.26,0.12,0.08) scale 6, bump .5)\n- stone_mat ((0.25,0.24,0.22)-(0.4,0.38,0.35) scale 3.5 bump .6)\n- gable_mat (vertical planks lighter: (0.4,0.28,0.16)-(0.5,0.36,0.22))\n- door_mat dark (0.2,0.1,0.05)-(0.3,0.17,0.09)\n- trim_mat cream? windows trim (0.55,0.45,0.3)? Use warm cream (0.6,0.5,0.38) plain.\n- glass_emit (Emission warm)\n- water_mat (principled transmission)\n- grass_mat noise greens\n- mud_mat noise browns dark\n- pine_mat dark green noise; pine_mat2 slightly different\n- autumn_mat orange noise\n- bark_mat dark brown\n- rock_mat gray noise (reuse stone)\n- reed_mat green; cattail_head brown\n- lily_mat dark green; flower pink\n- metal dark (lantern frame, door handle)\n\nEmission mat: use Emission node only? For Cycles fine; GLB exports emission from Principled emission input better. Use Principled with Emission Color + strength, Base Color black-ish. GLTF exporter maps Principled emissive. Do that.\n\nWater in GLB: transmission → glTF transmission extension; viewer may show. Also set material blend? In 4.x, surface_render_method? For cycles transmission works regardless. OK.\n\nNow write Call A code.\n\nAlso units: metric default fine.\n\nOne concern: primitive ops set active object; repeated ops fine.\n\nTerrain from_pydata: 120x120 grid over 70 → spacing .588. verts list, faces quads. Compute z per vert. Then per-face material: after mesh creation, iterate polygons: center = sum verts /4; set index 1 if mud. mud condition: ellipse d<1.18 OR z < -0.05. Also a wet ring maybe darker mud within d<1.0 handled by same mat.\n\nAdd subtle terrain modifier: none.\n\nWater disc: primitive_circle 64 verts ngon; scale (6.6,4.4); z -0.22. Note pond depression depth 1.6 → bottom at -1.6-ish under water -0.22 → depth ~1.4 visible through transmissive water with mud below: dark pond, nice.\n\nWater material: Base (0.03,0.1,0.12), Rough 0.06, IOR 1.333, Transmission Weight 1.0, plus Noise(scale 18,detail2)→Bump(strength .15, distance .05)→Normal for ripples. Also slight Volume Absorption? Could add principled volume absorption to water material via 'Volume Absorption' node connected to material volume — makes depth color. Water disc is flat (no volume) — absorption needs closed volume. Make water a flattened cylinder (top at -0.22, thickness 1.3) with volume absorption density 0.6 color teal: nice depth darkening in Cycles. GLB: exports as solid mesh with transmission — fine. Do cylinder (r=1 scaled, depth 1.3, top z=-0.22 → center z=-0.87).\n\nRipple normal in Cycles on transmissive surface: works.\n\nAlso set water object smooth shading.\n\nNow cabin logs math. Let me code build_logs():\n\n```python\ndef build_log_wall(name, axis, fixed, half_len, z0, z1, step, r, openings, col, extend_alt):\n    # axis 'X' or 'Y'\n    i=0; z=z0\n    while z<=z1:\n        segs=[[-half_len,half_len]]\n        for (a0,a1,oz0,oz1) in openings:\n            if oz0-0.001 <= z <= oz1+0.001:\n                new=[]\n                for s in segs:\n                    if a1<=s[0] or a0>=s[1]: new.append(s); continue\n                    if s[0]<a0: new.append([s[0],a0])\n                    if a1<s[1]: new.append([a1,s[1]])\n                segs=new\n        ext = 0.3 if (i%2==0)==extend_alt else 0.0\n        for s in segs:\n            L=s[1]-s[0]+2*ext\n            c=(s[0]+s[1])/2\n            if L<=0.05: continue\n            if axis=='X':\n                o=cyl(name,(c,fixed,z),r,L,log_mat,rot=(0,math.pi/2,0))\n            else:\n                o=cyl(name,(fixed,c,z),r,L,log_mat,rot=(math.pi/2,0,0))\n            to_col(o,col)\n        i+=1; z=z0+i*step\n```\n\nWait extension should apply only to full-length logs conceptually but fine to extend all.\n\nOpenings for front wall (axis X, fixed y=-0.5, half 3): door (-1.55,-0.45, 0.5, 2.4), window (1.0,2.4, 1.15, 2.45). Back wall: one window centered (-0.7..0.7? let's put back window ( -0.7,0.7,1.15,2.45)). Side walls (axis Y, fixed x=±3, half 2.5 centered y=2 → y from -0.5..4.5, coords along Y): window (1.3,2.7,1.15,2.45).\n\nz0=0.6, z1=2.95, step=0.28, r=0.15.\n\nNote logs at opening boundary courses will partially overlap frames; fine.\n\nCorner extensions alternate: X walls extend on even, Y walls extend on odd: extend_alt param True for X.\n\nGable at x=±3: triangle prism thickness 0.3 (x 2.85..3.15? but logs at side walls are at x=±3 with r .15 → outer 3.15; gable prism from x=2.85 to 3.15). verts: (xa/xb) × triangle [(y,z): (-0.5,3.0),(4.5,3.0),(2.0,4.7)]. Build faces. Material gable_mat. Add horizontal trim strip along top edge of walls (z=3.0) front/back: thin box length 6.3 at y=-0.5/4.5? optional skip.\n\nWait: front/back walls along X at y=-0.5 and y=4.5. Ridge along X at y=2.0. Good.\n\nRoof slabs as computed: front slab center: midpoint ridge→eave: ridge (y=2.0,z=4.75) eave (y=-1.35,z=2.9): mid (y=0.325,z=3.825); angle a=atan2(-1.85,-3.35). length= sqrt(3.35²+1.85²)=3.83+0.3 extra =4.1? keep 4.0. back slab mirrored: ridge(2.0,4.75)→eave(5.35,2.9): mid(3.675,3.825), angle atan2(-1.85,+3.35).\n\nSlab box dims: (7.5, 4.0, 0.14) rot X = a. Local Y along slope — box y-dim 4.0 along slope. After rotation check ends overlap ridge & cover eave: slope half-len 1.915; slab half 2.0 → slight overhang top beyond ridge → two slabs collide at ridge — fine (overlap hidden under ridge cap).\n\nRoof also needs underside trim: skip.\n\nBargeboards: at x=±3.65 (roof overhang edge) along both slopes: thin boxes (0.12, slope_len 3.9, 0.2)? Position like slabs but single line: create box (0.12,4.0,0.22) same centers rotated, offset x=±3.68. Hmm they'd float at roof surface level: barge sits under slab edge: offset z -0.1 local. Eh—simplify: skip barge; add fascia along eaves: thin boxes along X at y=-1.38 & 5.38, z=2.88, size (7.5,0.1,0.25). Do fascia.\n\nChimney parts as planned. Stone cap.\n\nWindows build function:\n\n```python\ndef window(name, center, axis):  # axis 'X' wall normal Y, or 'Y' wall normal X\n    # frame 4 boxes, glass plane emissive, muntins\n```\nFor wall at y=-0.5 (front, normal -Y): frame boxes at center (cx,-0.5±?,cz): top/bottom boxes size (w+0.2,0.24,0.12), sides (0.12,0.24,h). Glass: box (w,0.06,h) emissive at y=-0.5. Muntins: (0.05,0.05,h) vertical center & horizontal. Sill: (w+0.35,0.3,0.1) at bottom z-0.05.\nFor side walls same rotated.\n\nSizes: w=1.3,h=1.15 for openings (1.4 wide? set opening 1.35, window w 1.3 h 1.1).\n\nDoor: slab (1.06,0.12,1.8) at (-1.0,-0.55,0.55+0.9=1.45)? opening z 0.5..2.4 → door center z=1.45 height 1.8 → 0.55..2.35 ok. Frame boxes around. Handle: small UV sphere at (-0.62,-0.65,1.4)? door front face y=-0.61 → handle at y=-0.68 x=-0.6. Plus hinges skip.\n\nAdd door frame trim cream.\n\nPorch: posts at (-1.85,-1.7) & (-0.15,-1.7) r0.09 h: from ground (~z0.0) to 2.62: cyl depth 2.62 center z 1.31. Slab: from wall y=-0.5 out to y=-2.0, x -2.05..0.05 (w 2.1): box (2.1,1.5,0.1) center (-1.0,-1.25,2.62) rot X = atan2(drop 0.25 over 1.5)=~9.5° front edge lower: front edge at y=-2.0 z=2.62-0.125... compute rot so front lower: angle a with front(y-) down: rot_x = atan2(-0.25?, ...). Simply rot_x=radians(-8)? Box local +Y toward +Y; rotating about X by negative angle lowers +Y side? Rotation about X by θ maps Y→(0,cosθ,sinθ). For back(+Y) edge higher: sinθ>0 → θ>0 raises +Y (back at wall). Porch slab back edge at wall y=-0.5 higher: θ=+8°. rot=(radians(8),0,0). Wait front overhang lower for rain: yes.\n\nActually check posts under slab front edge: post top 2.62 at y=-1.7; slab front edge y=-2.0 z≈2.62 - tan(8°)*0.75? With center z 2.62, front edge (local y=-0.75) z=2.62 - sin(8°)*0.75 ≈ 2.62-0.104=2.52; at y=-1.7 (0.3 behind front edge): z≈2.52+tan8*0.3≈2.56. Post top 2.62 slightly above → poke through slab 0.06 — fine visually (post cap). ok.\n\nPorch lantern: hang at (-1.0,-1.6,2.3): small chain cyl (r0.015 h0.15), lantern: metal frame box 0.16³? make: top cap cyl r0.09 h0.03, glass cyl r0.07 h0.14 emissive amber, bottom cap. Point light inside 20W warm. Cute.\n\nAlso wall lantern by door? skip, porch lantern enough. Dock end lantern similar bigger: post at (-1.15,-7.05) h 1.5 pole r0.06, lantern at top z1.55: glass r0.08 h0.18 emissive + caps; point light 30W. Water reflections!\n\nBench on dock: at end y=-6.9: two leg boxes (0.08,0.3,0.35) at x=-1.05/-0.15? dock width x -1.25..0.05 (center -0.6). bench across: seat (1.0,0.32,0.06) at z0.95, legs below. Also small crate on dock: box 0.4³ plank mat with bevel at (-0.95,-4.6,0.78)? cute. And rope torus on deck.\n\nFirewood stack as planned at x=-3.7 (outside left wall x=-3): logs axis Y? Stack against side wall: rows along Y: cylinders axis Y length 0.7? Hmm firewood logs usually perpendicular to wall: axis X length 0.5 stacked — but then ends face camera (camera at +X side... camera x=13 sees right side). Left side hidden from camera mostly. Keep simple: axis Y, at x=-3.65, y from 0.8..2.6: bottom row 4 logs y spaced 0.2? Each log r0.1: bottom row along y: 0.9,1.15,1.4,1.65,1.9,2.15 (6 logs) z=0.35; second 5, third 4. Ends visible from front (−Y): front ends at y... axis Y so length along Y 0.7?? no: logs lie horizontally with axis along X (perpendicular to wall), stacked in rows along Y and Z: positions y varying per column, rows z. Let me do: logs axis X, length 0.55, at x=-3.75 (center), y = 0.7+k*0.21 for k in 0..5, z row 0.32, then second row offset, third. ~15 logs. Nice from front angle? Front-left area; camera may glimpse. fine.\n\nStepping back — camera at (13.5,-15.5,6.8): it sees front (south, y=-0.5) and EAST side x=+3 (chimney side). So chimney very visible. Firewood on west hidden — move firewood to east side? East has chimney at x=3.45,y=2. Firewood could go front-right near (2.6,-0.9)? Might clutter window. Keep firewood west (adds 360 interest for orbit view!). The 360 orbit means all sides matter — good to have details all around: back window + maybe back barrel? Add rain barrel at back (cylinder plank + dark water top disc) at (2.0,5.0). And a chopping stump + axe? stump cyl r0.25 h0.5 at (-4.5,-2.5) with axe skip. OK.\n\nTrees list refine (avoid camera occlusion at (13.5,-15.5,6.8) looking at (0,0.5,2)):\nView axis from SE... wait camera x positive, y negative → southeast, looking northwest. Occluders would be in SE quadrant between: points with x>3 and y<0 near line to cabin. Line param: camera→(0,0.5): points along: (13.5(1-t), -15.5+16t). At t=0.5: (6.75,-7.5) near pond right edge! So a tree at (6,-7.5) would block. Avoid tall stuff at (5..8, -9..-5). Deciduous at (4.5,-4.8): is it on line? line at y=-4.8 → t=(−4.8+15.5)/16=0.669 → x_line=13.5*0.331=4.47. Yes right on the line!! Move deciduous to (5.5,-3.6)? check: t for y=-3.6: 0.744→x=3.46 — tree x=5.5 off by 2 → with crown r 1.6 okay-ish, it's closer to camera → appears larger, frames right edge. Or put it at (-5.5,-4.2) left of dock (opposite side): line x at y=-4.2 is ~5.1; far. But dock at x=-0.6, pond center -1.5: tree at (-5.5,-4.2) on pond left shore — nice reflection. Do deciduous at (-6.0,-4.0), medium (h~4.5). Reflections in pond from camera? camera right side sees left shore trees reflected — yes water reflections work.\n\nPines: (-7,6.5) tall 8; (-9,-1) 6.5; (-4.5,8.5) 7; (7.5,6) 7.5; (10,1.5) 6; (9.5,-3.5) 5 — check occlusion: y=-3.5→t=0.75→x_line=3.375; tree x=9.5 far off, but it's near camera (t small... at y=-3.5 tree closer to camera than cabin) appears large on right — frames scene. ok. (3,9) 6.5 behind cabin right. Distant ring: 8 pines r 26-34 random angles, h 9-12 simplified darker.\n\nAlso small bushes: 6 icospheres squashed r0.5-0.8 dark green scattered near cabin/pond edges. Nice filler.\n\nReeds placement: pond edge angles: avoid front-center (dock view corridor): angles 20°,60°,120°,200°,250°,300° (deg) on ellipse radius slightly <1: compute x=px+rx*1.02cosθ etc, at z terrain ≈ -0.05..? place base z=-0.1 stems h~1.1-1.5. 3-5 stems per clump.\n\nNow grass tufts exclusion zones: pond d<1.25 skip; cabin rect (-3.5..3.5, -0.9..4.9) skip; dock rect (-1.4..0.2, -7.4..-4.0) skip; path approx skip if |point - pathline| small—skip check fine (stones sit above grass, ok).\n\nRange: x -14..14, y -14..14 (near camera focus), 160 tufts.\n\nAlright, also a few tufts ON far side visible. fine.\n\nNow smoke: cylinder r0.45 depth 3.2 at (3.45,2.0,7.2) (chimney top 5.6 → smoke 5.7..8.9). Material: Principled Volume density 0 → driven: Texture Coordinate (Generated) → Mapping? Separate XYZ → math to fade with Z; Noise(4D? no) scale 1.5 detail 3 distortion 2 → ColorRamp (white→black over 0.35..0.75) multiply by z-fade → density 0.25*... Keep simple: Noise Fac * ramp → Multiply 0.35 → Density. Color (0.7,0.7,0.75). Might need Generated coords on cylinder — fine. Cycles ok. Test render will show. If bad → remove.\n\nNote: volumetrics + denoise can be blotchy at 64 samples; keep density low (0.15).\n\nMist over pond: skip (keep render clean).\n\nNow lights/world/camera code, color management:\n\n```python\nscene.view_settings.look='AgX - Medium High Contrast'  # verify enum\n```\nIn 4.x look options include 'AgX - Medium High Contrast'. If error, fallback 'None'. Wrap try.\n\nSun via track quat:\n\n```python\nsun_pos=Vector((14,-22,9)); target=Vector((0,2,0))\nd=(target-sun_pos).normalized()\nq=d.to_track_quat('-Z','Y')\nsun.rotation_euler=q.to_euler()\n```\nelevation: 9/sqrt(14²+22²)=9/26.1→19°. warm low sun from SSE... sun_pos y=-22 (south), x=14 (east) → sun in SE → light on front(-Y) faces and east(+X) faces — exactly the two camera-visible sides. \n\nSky: Nishita sun_elevation=radians(15), sun_rotation: align disc to SE: Nishita sun at azimuth measured from... property sun_rotation rotates around Z; default 0 places sun at +X? Actually in Nishita, sun direction starts at +Y? Let me not fuss: set rotation=radians(140)? I'll test with render and adjust. Alternatively skip sky-sun alignment worry — set sky sun_elevation 18° and rotation so the bright sun spot is behind-left of camera (out of frame mostly) — camera faces NW; sun SE is behind camera → disc not visible; only warm ambient. Great—then exact rotation barely matters. Set sun_rotation=radians(250)? whatever puts sun SE relative to scene: SE direction vector ~ (0.5,-0.87). I'll set rotation = atan2(-0.87,0.5)= -60° → radians(-60). Good enough; tweak later if needed.\n\nBackground strength 0.9. Add slight altitude haze: sky.altitude? default fine, maybe dust 1.5? `air_density`,`dust_density`,`ozone_density` props: dust 2 for warm haze.\n\nAlso world volume: none.\n\nPoint lights warm (1.0,0.55,0.25): interior 80W at (0,2,1.8) radius 0.5? point light shadow soft via `shadow_soft_size`=0.4. porch lantern 25W at (-1.0,-1.55,2.28) size 0.1. dock lantern 35W at (-1.13,-7.03,1.5) size 0.12.\n\nOptional cool rim area: skip; Nishita fills.\n\nCamera: cam_data lens 52, sensor 36; loc (13.5,-15.5,7.0); target ( -0.5, 0.8, 2.0) to include chimney right & pond left. Add slight DOF: dof.use_dof True, focus_object empty at target, aperture fstop 8 (subtle). Orbit renders ignore dof? fine either way.\n\nSet camera in scene.\n\nNow: after build, test render thumbnail 512? render_thumbnail_to_path uses its own small size. Then screenshot view3d. Iterate on composition: adjust camera.\n\nAlso ground: add single large \"far ground\" plane 300 size z=-0.05 dark green to fill horizon beyond terrain 70 → avoids void at edges in orbit. Yes add, simple mat dark green.\n\nSave file at end.\n\nPotential pitfalls:\n- bpy.ops context: fine in background? We run in live instance via addon server — has context. OK.\n- primitive_cylinder_add rotation param: rotation=(x,y,z) euler — yes `rotation` accepted (aligned to `rotation_euler`)? ops param is `rotation=(0,0,0)`? For primitive_cylinder_add the param name is `rotation`. Yes.\n- primitive_cone_add(vertices, radius1, radius2, depth, location, rotation).\n- primitive_ico_sphere_add(subdivisions, radius).\n- primitive_torus_add(major_radius, minor_radius, major_segments, minor_segments, location, rotation).\n- Emission input names in 4.x: 'Emission Color', 'Emission Strength'. In 3.6: 'Emission', 'Emission Strength'. I'll write setter trying both.\n- view_settings.look enum varies; try/except.\n\nBlender version unknown; code defensively.\n\nLet me also consider water reflection of warm lights at dusk — point lights near water reflect in Cycles via glossy/transmission: yes roughness low → visible. \n\nTerrain material via noise Generated coords: Generated works per-object bounding box — terrain 70 wide → noise scale relative; fine.\n\nFor mud/grass two materials on terrain: append both, set indices.\n\nAlso water cylinder side faces visible at shore under terrain? Water cylinder r covers ellipse (6.6,4.4) > pond ellipse (6.5,4.5)?? rx 6.6 slightly larger x, ry 4.4 slightly smaller y — make water (6.9,4.9) to be safely beyond pond edge so no gap, sides hidden under terrain (terrain at d>1 z≥0 above water top -0.22 → sides embedded). Good: water ellipse (6.9,4.9) at center (-1.5,-8.5) — extends beyond depression; sides intersect terrain rising above 0 — hidden. Top z -0.22 everywhere; where terrain z < -0.22 water visible. At depression edge terrain crosses -0.22 around d≈0.93 → shoreline inset from depression edge — mud ring between waterline and grass — natural.\n\nDepth: bottom terrain min z at center: base noise ~±0.4 minus 1.6*(1)^2? my dep=1.6*(1-d)^2 at d=0 → -1.6 plus noise*factor0 → z≈-1.6. Water bottom at -0.87-0.65=-1.52 ≈ terrain bottom -1.6: water cylinder bottom slightly above terrain bottom — mostly fine; minor gap at exact center? Water bottom -1.52 vs terrain -1.6 → terrain below water bottom, no poke-through. good.\n\nGrass green tones warm-ish to match dusk: (0.14,0.24,0.07)-(0.24,0.34,0.1) noise scale 3 detail 5. Also add second noise high scale 30 for micro. Keep one.\n\nPine color: (0.03,0.09,0.03)-(0.08,0.16,0.06). Autumn: (0.5,0.18,0.03)-(0.75,0.35,0.08).\n\nAlright, also outliner neatness: name things well.\n\nTime to write Call A.\n\nActually, also set scene.render.engine='BLENDER_EEVEE_NEXT' for fast interactive? For previews I'll use render_thumbnail (which uses scene engine? \"temporarily overrides settings\" unclear). I'll keep engine CYCLES but set preview samples low (scene.cycles.samples=32, use denoise) and render small via bpy.ops.render.render with resolution_percentage? render_thumbnail_to_path handles override. For my own checks, I might call execute code to set res 640 & samples 24 then render_viewport_to_path? render_viewport_to_path renders current settings. I'll manage.\n\nSet device: try GPU? Benchmark does final; my previews CPU cycles at 640px/24samples with denoise should be ~30-60s. Acceptable.\n\nLet me write the code now.\n\nCall A (setup + materials + collections):\n\n```python\nimport bpy, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\n\n# Clear\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor m in list(bpy.data.materials): bpy.data.materials.remove(m)\n# collections\ndef new_col(name):\n    c=bpy.data.collections.get(name) or bpy.data.collections.new(name)\n    if c.name not in [cc.name for cc in bpy.context.scene.collection.children]:\n        bpy.context.scene.collection.children.link(c)\n    return c\nCOL={n:new_col(n) for n in ['Cabin','Landscape','Water','Vegetation','Props','Lights','Camera']}\n\ndef to_col(o,col):\n    for c in list(o.users_collection): c.objects.unlink(o)\n    col.objects.link(o)\n\n# material helpers\ndef P(name): return bpy.data.materials.get(name)\n\ndef set_input(bsdf,names,val):\n    for n in names:\n        if n in bsdf.inputs: bsdf.inputs[n].default_value=val; return\n\ndef noise_mat(name,c1,c2,scale=5,detail=4,rough=0.7,bump=0.3,bumpdist=0.15):\n    m=bpy.data.materials.new(name); m.use_nodes=True\n    nt=m.node_tree; bsdf=nt.nodes.get('Principled BSDF')\n    tex=nt.nodes.new('ShaderNodeTexNoise'); tex.noise_dimensions='3D'\n    tex.inputs['Scale'].default_value=scale; tex.inputs['Detail'].default_value=detail; tex.inputs['Roughness'].default_value=0.7\n    ramp=nt.nodes.new('ShaderNodeValToRGB')\n    ramp.color_ramp.elements[0].color=(*c1,1); ramp.color_ramp.elements[1].color=(*c2,1)\n    ramp.color_ramp.elements[0].position=0.25; ramp.color_ramp.elements[1].position=0.75\n    nt.links.new(tex.outputs['Fac'],ramp.inputs['Fac'])\n    nt.links.new(ramp.outputs['Color'],bsdf.inputs['Base Color'])\n    bsdf.inputs['Roughness'].default_value=rough\n    if bump>0:\n        b=nt.nodes.new('ShaderNodeBump'); b.inputs['Strength'].default_value=bump; b.inputs['Distance'].default_value=bumpdist\n        nt.links.new(tex.outputs['Fac'],b.inputs['Height']); nt.links.new(b.outputs['Normal'],bsdf.inputs['Normal'])\n    return m\n\n... create all mats ...\n\n# world\nw=bpy.data.worlds.new('World') if not bpy.data.worlds else bpy.data.worlds[0]\nbpy.context.scene.world=w; w.use_nodes=True\nbg=w.node_tree.nodes.get('Background')\nsky=w.node_tree.nodes.new('ShaderNodeTexSky'); sky.sky_type='NISHITA'\nsky.sun_elevation=math.radians(15); sky.sun_rotation=math.radians(-60); sky.dust_density=2.0\nbg.inputs['Strength'].default_value=0.9\nw.node_tree.links.new(sky.outputs['Color'],bg.inputs['Color'])\n\n# render settings\ns=bpy.context.scene\ns.render.engine='CYCLES'\ns.cycles.samples=48; s.cycles.use_denoising=True\ns.render.resolution_x=1536; s.render.resolution_y=1536\ntry: s.view_settings.look='AgX - Medium High Contrast'\nexcept: pass\ns.view_settings.exposure=0.25\n\nresult={'mats':len(bpy.data.materials),'cols':len(COL)}\n```\n\nThen subsequent calls re-define helpers (box/cyl/to_col) each time. I'll store helpers in bpy.app.driver_namespace to reuse:\n\n```python\nimport bpy\nbpy.app.driver_namespace['to_col']=to_col etc\n```\nFunctions capture globals from exec namespace... driver_namespace exec? If I store function objects created in call A's exec globals, they reference that namespace for globals (like log_mat) — call B's exec has different globals; functions still work since their __globals__ is call A's namespace which persists as long as referenced. That works! Store mats dict in driver_namespace too.\n\nOK. Let me now write everything concretely. I'll combine into fewer calls where sensible but keep checkpoints.\n\nAlso remember: objects need linking to scene — ops auto-link to active collection (context). Use bpy.context.collection? The active layer collection is scene master by default; then to_col moves.\n\nOne more: cylinder along X rotation=(0,math.pi/2,0) — rotates Z axis to X. Yes.\n\nCone for pine: primitive_cone_add(radius1=base, radius2=top(0 for tip? use 0.02), depth).\n\nIcospheres for foliage: subdivisions=2 radius; scale per axis; shade smooth.\n\nDeciduous trunk: use cone radius1 0.22 radius2 0.13 depth 2.4; plus 2 branch cones rotated? simple: trunk + 3 crowns.\n\nLet me write all calls now. I'll do 6-7 build calls then verify.\n\nFor terrain from_pydata with 121x121 grid: verts 14641, faces 14400 — fine.\n\nterrain z function with noise reduce factor near pond:\n\n```python\ndef tz(x,y):\n    px,py,rx,ry=-1.5,-8.5,6.5,4.5\n    d=((x-px)/rx)**2+((y-py)/ry)**2\n    n=0.28*math.sin(x*0.33+1.3)*math.cos(y*0.29+0.4)+0.14*math.sin(x*0.83+2.1)*math.cos(y*0.71+1.2)\n    f=min(1.0,max(0.0,(d-0.85)/0.5))\n    z=n*f\n    if d<1.0: z-=1.6*(1-d)**2\n    return z\n```\n\nAt d=1: z = n*0.3?? f=(1-0.85)/0.5=0.3 → noise reduced but pond edge maybe bumpy shoreline — ok natural. Underwater center: f=0, z=-1.6. Waterline where z=-0.22: -1.6(1-d)^2=-0.22→(1-d)^2=0.1375→1-d=0.37→d=0.63 → shoreline at sqrt(0.63)=0.79 of radii → pond visible radius ~ (5.1, 3.6). Hmm smaller than planned; enlarge radii: rx,ry = 7.5,5.2 → shoreline ~ (5.9,4.1). But cabin front at y=-0.5: pond north edge at -8.5+5.2=-3.3 — close to cabin (3m gap). Dock then short: shore at y≈-8.5+4.1*? waterline north at y=-8.5+4.1=-4.4... dock from -4.0..-6.5. OK set pond center y=-9: north edge -3.8, waterline north ≈ -4.9. Path from door (-1,-1.8) to dock start (-0.6,-4.6). Fine.\n\nFinal pond: center (-1.5,-9.0), rx7.5 ry5.2, depth 1.6. Water ellipse (8.0,5.7) z=-0.22.\n\nWaterline: d where z=-0.22 ignoring noise: d=0.63 → sqrt→0.794 → semi-axes (5.95,4.13) → north waterline y=-9+4.13=-4.87. Dock: y -4.9..-8.0 (3.1 in water). Good.\n\nDock x center -0.6; width 1.3: x -1.25..0.05.\n\nCamera target maybe (-0.3,-1.0,2.2) to balance pond foreground. I'll frame: camera (14,-16,7), lens 50, target (-0.5,-0.5,2.0). Check pond fully visible bottom of frame; adjust after preview.\n\nGrass placement exclusion: pond ellipse check with margin 1.15.\n\nAlright — also far ground plane 400x400 z=-0.12 dark green; and maybe distant hills ring? skip hills; distant pines suffice.\n\nTime to code. I'll try to keep each call's code correct the first time; check results; screenshot after major builds.\n\nAdditional check: `bpy.ops.mesh.primitive_circle_add(vertices=64, radius=1, fill_type='NGON')` then scale & apply? For water I'll use cylinder: primitive_cylinder_add(vertices=64, radius=1, depth=1.3) then scale=(8.0,5.7,1) apply scale? Non-uniform scale on cylinder object — normals okay after apply; do transform_apply.\n\nShading smooth: `for p in o.data.polygons: p.use_smooth=True`.\n\nWater volume absorption node: 'ShaderNodeVolumeAbsorption' connect to Material Output 'Volume'. density 0.5, color (0.05,0.2,0.2)? That tints deep water teal. Note: Volume Absorption node exists in Cycles. OK.\n\nBut careful: water cylinder side walls at edge visible above terrain? Water ellipse (8.0,5.7) vs depression radii (7.5,5.2): at edge d=1 terrain z≈0 > water top -0.22 → sides buried. good.\n\nAlso set water mat surface: Principled Transmission Weight 1.0 — in Cycles with volume below gives nice pond. GLB: transmission exported; viewer may render semi-transparent — readable.\n\nOne more consideration — benchmark bakes procedural materials for preview GLB \"baking supported procedural material inputs\"; noise-based colors should survive as textures. Good.\n\nLet me write Call A now. I'll include creation of all materials with names stored in dict `M`.\n\nMaterials:\nlog: (0.30,0.15,0.06)/(0.45,0.27,0.13) scale 3.5 detail 5 rough .75 bump .4 dist .1\ngable/plank wall: (0.38,0.25,0.13)/(0.52,0.36,0.2) scale 4\nplank(dock/porch weathered): (0.26,0.19,0.12)/(0.42,0.33,0.24) scale 2.5\nroof: (0.14,0.06,0.04)/(0.28,0.13,0.08) scale 5 bump .5\nstone: (0.22,0.21,0.2)/(0.42,0.4,0.37) scale 4 detail 6 bump .7 dist .2\ndoor: (0.16,0.08,0.04)/(0.26,0.14,0.07) scale 4\ntrim cream plain: (0.55,0.46,0.34) rough .6\nglass warm emissive principled: base (0.2,0.1,0.05), emission (1.0,0.5,0.18) strength 5\nwater: custom build\ngrass: (0.10,0.20,0.05)/(0.22,0.33,0.10) scale 3.5 detail 5 rough .9\nmud: (0.13,0.09,0.05)/(0.24,0.17,0.10) scale 4\npine: (0.03,0.08,0.03)/(0.09,0.17,0.06) scale 4\npine2: (0.04,0.10,0.03)/(0.12,0.20,0.07)\nautumn: (0.45,0.15,0.02)/(0.72,0.34,0.06) scale 3.5\nbark: (0.12,0.07,0.04)/(0.22,0.13,0.07) scale 5\nrock: stone reuse\nreed: (0.15,0.25,0.08)/(0.3,0.4,0.15)\ncattail: (0.3,0.15,0.06)/(0.45,0.25,0.1)\nlily: (0.05,0.18,0.06)/(0.12,0.3,0.1)\nflower: (0.85,0.4,0.5) plain\nmetal: (0.05,0.05,0.06) metallic .8 rough .4\nrope: (0.5,0.42,0.28) plain\nfargrass: (0.07,0.14,0.05) plain rough 1\n\nLet me write it. In Call A I'll also make world+render settings.\n\nThen Call B: terrain, far ground, water.\n\nThen Call C: cabin.\n\nThen Call D: chimney smoke? include in C or F.\n\nThen Call E: vegetation.\n\nThen Call F: props? I'll organize: Call D: dock+path+firewood+lanterns+barrel+stump; Call E: vegetation (trees, bushes, grass, cattails, lilies, rocks); Call F: lights+camera+smoke; Call G: preview render & tweaks; Call H: save.\n\nLet me write code carefully now. Watch: in Blender 4.1+, 'Emission Color' input; in 3.6 'Emission'. Also transmission: 4.x 'Transmission Weight', 3.6 'Transmission'.\n\nAlso Noise node input 'Roughness' exists (noise roughness) fine in all.\n\nStart coding Call A.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":4498,"completion_tokens":23159,"total_tokens":27657,"cost":0.360879,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.360879,"upstream_inference_prompt_cost":0.013494,"upstream_inference_completions_cost":0.347385},"completion_tokens_details":{"reasoning_tokens":20525,"image_tokens":0,"audio_tokens":0}}}

I'll build this scene step by step: terrain with a pond, a log cabin with stone chimney, a dock, trees, lighting, and a camera. Let me start with scene setup and materials.

import bpy, math, random
from mathutils import Vector

random.seed(7)

# ---------- Clear scene ----------
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
for m in list(bpy.data.materials): bpy.data.materials.remove(m)

# ---------- Collections ----------
def new_col(name):
    c = bpy.data.collections.get(name) or bpy.data.collections.new(name)
    if c.name not in [cc.name for cc in bpy.context.scene.collection.children]:
        bpy.context.scene.collection.children.link(c)
    return c
COL = {n: new_col(n) for n in ['Cabin','Landscape','Water','Vegetation','Props','Lights','Camera']}

def to_col(o, colname):
    c = COL[colname]
    for cc in list(o.users_collection): cc.objects.unlink(o)
    c.objects.link(o)

# ---------- Material helpers ----------
def noise_mat(name, c1, c2, scale=5, detail=4, rough=0.7, bump=0.3, bumpdist=0.15):
    m = bpy.data.materials.new(name); m.use_nodes = True
    nt = m.node_tree; bsdf = nt.nodes.get('Principled BSDF')
    tex = nt.nodes.new('ShaderNodeTexNoise'); tex.noise_dimensions = '3D'
    tex.inputs['Scale'].default_value = scale
    tex.inputs['Detail'].default_value = detail
    ramp = nt.nodes.new('ShaderNodeValToRGB')
    ramp.color_ramp.elements[0].color = (*c1, 1)
    ramp.color_ramp.elements[1].color = (*c2, 1)
    ramp.color_ramp.elements[0].position = 0.28
    ramp.color_ramp.elements[1].position = 0.72
    nt.links.new(tex.outputs['Fac'], ramp.inputs['Fac'])
    nt.links.new(ramp.outputs['Color'], bsdf.inputs['Base Color'])
    bsdf.inputs['Roughness'].default_value = rough
    if bump > 0:
        b = nt.nodes.new('ShaderNodeBump')
        b.inputs['Strength'].default_value = bump
        b.inputs['Distance'].default_value = bumpdist
        nt.links.new(tex.outputs['Fac'], b.inputs['Height'])
        nt.links.new(b.outputs['Normal'], bsdf.inputs['Normal'])
    return m

def plain_mat(name, c, rough=0.7, metallic=0.0):
    m = bpy.data.materials.new(name); m.use_nodes = True
    bsdf = m.node_tree.nodes.get('Principled BSDF')
    bsdf.inputs['Base Color'].default_value = (*c, 1)
    bsdf.inputs['Roughness'].default_value = rough
    bsdf.inputs['Metallic'].default_value = metallic
    return m

def emissive_mat(name, c, strength):
    m = bpy.data.materials.new(name); m.use_nodes = True
    bsdf = m.node_tree.nodes.get('Principled BSDF')
    bsdf.inputs['Base Color'].default_value = (*c, 1)
    for nm in ('Emission Color','Emission'):
        if nm in bsdf.inputs:
            bsdf.inputs[nm].default_value = (*c, 1); break
    if 'Emission Strength' in bsdf.inputs:
        bsdf.inputs['Emission Strength'].default_value = strength
    bsdf.inputs['Roughness'].default_value = 0.4
    return m

M = {}
M['log']     = noise_mat('Log', (0.30,0.15,0.06), (0.46,0.28,0.14), scale=3.5, detail=5, rough=0.75, bump=0.4, bumpdist=0.1)
M['plank']   = noise_mat('Plank', (0.27,0.19,0.12), (0.43,0.33,0.24), scale=2.5, detail=4, rough=0.8, bump=0.3, bumpdist=0.08)
M['gable']   = noise_mat('Gable', (0.38,0.25,0.13), (0.52,0.37,0.21), scale=4, detail=4, rough=0.75, bump=0.25, bumpdist=0.08)
M['roof']    = noise_mat('Roof', (0.13,0.06,0.04), (0.28,0.13,0.08), scale=5, detail=5, rough=0.85, bump=0.5, bumpdist=0.12)
M['stone']   = noise_mat('Stone', (0.20,0.19,0.18), (0.44,0.41,0.37), scale=4, detail=6, rough=0.85, bump=0.7, bumpdist=0.2)
M['door']    = noise_mat('Door', (0.16,0.08,0.04), (0.27,0.15,0.07), scale=4, detail=4, rough=0.7, bump=0.3, bumpdist=0.06)
M['trim']    = plain_mat('Trim', (0.55,0.46,0.34), rough=0.6)
M['glass']   = emissive_mat('WarmGlass', (1.0,0.52,0.18), 5.0)
M['grass']   = noise_mat('Grass', (0.09,0.19,0.045), (0.23,0.34,0.10), scale=3.5, detail=5, rough=0.9, bump=0.25, bumpdist=0.1)
M['mud']     = noise_mat('Mud', (0.11,0.075,0.04), (0.23,0.16,0.09), scale=4, detail=5, rough=0.95, bump=0.3, bumpdist=0.1)
M['pine']    = noise_mat('Pine', (0.028,0.075,0.028), (0.09,0.17,0.06), scale=4, detail=4, rough=0.85, bump=0.3, bumpdist=0.1)
M['pine2']   = noise_mat('Pine2', (0.04,0.095,0.03), (0.12,0.20,0.07), scale=4.5, detail=4, rough=0.85, bump=0.3, bumpdist=0.1)
M['autumn']  = noise_mat('Autumn', (0.45,0.14,0.02), (0.72,0.35,0.07), scale=3.5, detail=5, rough=0.8, bump=0.3, bumpdist=0.1)
M['bark']    = noise_mat('Bark', (0.10,0.06,0.035), (0.21,0.13,0.07), scale=5, detail=5, rough=0.9, bump=0.5, bumpdist=0.1)
M['reed']    = noise_mat('Reed', (0.14,0.24,0.07), (0.30,0.40,0.14), scale=4, detail=3, rough=0.85)
M['cattail'] = noise_mat('Cattail', (0.28,0.14,0.05), (0.44,0.25,0.10), scale=5, detail=3, rough=0.9)
M['lily']    = noise_mat('Lily', (0.05,0.17,0.06), (0.13,0.30,0.10), scale=5, detail=3, rough=0.6)
M['flower']  = plain_mat('Flower', (0.85,0.42,0.52), rough=0.5)
M['metal']   = plain_mat('Metal', (0.05,0.05,0.06), rough=0.4, metallic=0.8)
M['rope']    = plain_mat('Rope', (0.5,0.42,0.28), rough=0.9)
M['fargrass']= plain_mat('FarGrass', (0.06,0.12,0.045), rough=1.0)

# ---------- Water material ----------
m = bpy.data.materials.new('Water'); m.use_nodes = True
nt = m.node_tree; bsdf = nt.nodes.get('Principled BSDF')
bsdf.inputs['Base Color'].default_value = (0.03, 0.10, 0.11, 1)
bsdf.inputs['Roughness'].default_value = 0.07
if 'IOR' in bsdf.inputs: bsdf.inputs['IOR'].default_value = 1.333
for nm in ('Transmission Weight','Transmission'):
    if nm in bsdf.inputs: bsdf.inputs[nm].default_value = 1.0; break
tex = nt.nodes.new('ShaderNodeTexNoise')
tex.inputs['Scale'].default_value = 22; tex.inputs['Detail'].default_value = 3
bumpn = nt.nodes.new('ShaderNodeBump')
bumpn.inputs['Strength'].default_value = 0.18; bumpn.inputs['Distance'].default_value = 0.06
nt.links.new(tex.outputs['Fac'], bumpn.inputs['Height'])
nt.links.new(bumpn.outputs['Normal'], bsdf.inputs['Normal'])
absn = nt.nodes.new('ShaderNodeVolumeAbsorption')
absn.inputs['Color'].default_value = (0.06, 0.22, 0.20, 1)
absn.inputs['Density'].default_value = 0.55
out = nt.nodes.get('Material Output')
nt.links.new(absn.outputs['Volume'], out.inputs['Volume'])
M['water'] = m

# ---------- World: warm dusk sky ----------
w = bpy.data.worlds.new('World'); bpy.context.scene.world = w
w.use_nodes = True
bg = w.node_tree.nodes.get('Background')
sky = w.node_tree.nodes.new('ShaderNodeTexSky')
sky.sky_type = 'NISHITA'
sky.sun_elevation = math.radians(14)
sky.sun_rotation = math.radians(-60)
try: sky.dust_density = 2.0
except: pass
bg.inputs['Strength'].default_value = 0.9
w.node_tree.links.new(sky.outputs['Color'], bg.inputs['Color'])

# ---------- Render settings ----------
s = bpy.context.scene
s.render.engine = 'CYCLES'
s.cycles.samples = 48
s.cycles.use_denoising = True
s.render.resolution_x = 1536; s.render.resolution_y = 1536
s.render.resolution_percentage = 100
try: s.view_settings.look = 'AgX - Medium High Contrast'
except:
    try: s.view_settings.look = 'Medium High Contrast'
    except: pass
s.view_settings.exposure = 0.3

# stash helpers for later calls
NS = bpy.app.driver_namespace
NS['M'] = M; NS['COL'] = COL; NS['to_col'] = to_col
NS['noise_mat'] = noise_mat; NS['plain_mat'] = plain_mat; NS['emissive_mat'] = emissive_mat

result = {'materials': len(bpy.data.materials), 'collections': list(COL.keys())}

{"code":"import bpy, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\n\n# ---------- Clear scene ----------\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor m in list(bpy.data.materials): bpy.data.materials.remove(m)\n\n# ---------- Collections ----------\ndef new_col(name):\n    c = bpy.data.collections.get(name) or bpy.data.collections.new(name)\n    if c.name not in [cc.name for cc in bpy.context.scene.collection.children]:\n        bpy.context.scene.collection.children.link(c)\n    return c\nCOL = {n: new_col(n) for n in ['Cabin','Landscape','Water','Vegetation','Props','Lights','Camera']}\n\ndef to_col(o, colname):\n    c = COL[colname]\n    for cc in list(o.users_collection): cc.objects.unlink(o)\n    c.objects.link(o)\n\n# ---------- Material helpers ----------\ndef noise_mat(name, c1, c2, scale=5, detail=4, rough=0.7, bump=0.3, bumpdist=0.15):\n    m = bpy.data.materials.new(name); m.use_nodes = True\n    nt = m.node_tree; bsdf = nt.nodes.get('Principled BSDF')\n    tex = nt.nodes.new('ShaderNodeTexNoise'); tex.noise_dimensions = '3D'\n    tex.inputs['Scale'].default_value = scale\n    tex.inputs['Detail'].default_value = detail\n    ramp = nt.nodes.new('ShaderNodeValToRGB')\n    ramp.color_ramp.elements[0].color = (*c1, 1)\n    ramp.color_ramp.elements[1].color = (*c2, 1)\n    ramp.color_ramp.elements[0].position = 0.28\n    ramp.color_ramp.elements[1].position = 0.72\n    nt.links.new(tex.outputs['Fac'], ramp.inputs['Fac'])\n    nt.links.new(ramp.outputs['Color'], bsdf.inputs['Base Color'])\n    bsdf.inputs['Roughness'].default_value = rough\n    if bump > 0:\n        b = nt.nodes.new('ShaderNodeBump')\n        b.inputs['Strength'].default_value = bump\n        b.inputs['Distance'].default_value = bumpdist\n        nt.links.new(tex.outputs['Fac'], b.inputs['Height'])\n        nt.links.new(b.outputs['Normal'], bsdf.inputs['Normal'])\n    return m\n\ndef plain_mat(name, c, rough=0.7, metallic=0.0):\n    m = bpy.data.materials.new(name); m.use_nodes = True\n    bsdf = m.node_tree.nodes.get('Principled BSDF')\n    bsdf.inputs['Base Color'].default_value = (*c, 1)\n    bsdf.inputs['Roughness'].default_value = rough\n    bsdf.inputs['Metallic'].default_value = metallic\n    return m\n\ndef emissive_mat(name, c, strength):\n    m = bpy.data.materials.new(name); m.use_nodes = True\n    bsdf = m.node_tree.nodes.get('Principled BSDF')\n    bsdf.inputs['Base Color'].default_value = (*c, 1)\n    for nm in ('Emission Color','Emission'):\n        if nm in bsdf.inputs:\n            bsdf.inputs[nm].default_value = (*c, 1); break\n    if 'Emission Strength' in bsdf.inputs:\n        bsdf.inputs['Emission Strength'].default_value = strength\n    bsdf.inputs['Roughness'].default_value = 0.4\n    return m\n\nM = {}\nM['log']     = noise_mat('Log', (0.30,0.15,0.06), (0.46,0.28,0.14), scale=3.5, detail=5, rough=0.75, bump=0.4, bumpdist=0.1)\nM['plank']   = noise_mat('Plank', (0.27,0.19,0.12), (0.43,0.33,0.24), scale=2.5, detail=4, rough=0.8, bump=0.3, bumpdist=0.08)\nM['gable']   = noise_mat('Gable', (0.38,0.25,0.13), (0.52,0.37,0.21), scale=4, detail=4, rough=0.75, bump=0.25, bumpdist=0.08)\nM['roof']    = noise_mat('Roof', (0.13,0.06,0.04), (0.28,0.13,0.08), scale=5, detail=5, rough=0.85, bump=0.5, bumpdist=0.12)\nM['stone']   = noise_mat('Stone', (0.20,0.19,0.18), (0.44,0.41,0.37), scale=4, detail=6, rough=0.85, bump=0.7, bumpdist=0.2)\nM['door']    = noise_mat('Door', (0.16,0.08,0.04), (0.27,0.15,0.07), scale=4, detail=4, rough=0.7, bump=0.3, bumpdist=0.06)\nM['trim']    = plain_mat('Trim', (0.55,0.46,0.34), rough=0.6)\nM['glass']   = emissive_mat('WarmGlass', (1.0,0.52,0.18), 5.0)\nM['grass']   = noise_mat('Grass', (0.09,0.19,0.045), (0.23,0.34,0.10), scale=3.5, detail=5, rough=0.9, bump=0.25, bumpdist=0.1)\nM['mud']     = noise_mat('Mud', (0.11,0.075,0.04), (0.23,0.16,0.09), scale=4, detail=5, rough=0.95, bump=0.3, bumpdist=0.1)\nM['pine']    = noise_mat('Pine', (0.028,0.075,0.028), (0.09,0.17,0.06), scale=4, detail=4, rough=0.85, bump=0.3, bumpdist=0.1)\nM['pine2']   = noise_mat('Pine2', (0.04,0.095,0.03), (0.12,0.20,0.07), scale=4.5, detail=4, rough=0.85, bump=0.3, bumpdist=0.1)\nM['autumn']  = noise_mat('Autumn', (0.45,0.14,0.02), (0.72,0.35,0.07), scale=3.5, detail=5, rough=0.8, bump=0.3, bumpdist=0.1)\nM['bark']    = noise_mat('Bark', (0.10,0.06,0.035), (0.21,0.13,0.07), scale=5, detail=5, rough=0.9, bump=0.5, bumpdist=0.1)\nM['reed']    = noise_mat('Reed', (0.14,0.24,0.07), (0.30,0.40,0.14), scale=4, detail=3, rough=0.85)\nM['cattail'] = noise_mat('Cattail', (0.28,0.14,0.05), (0.44,0.25,0.10), scale=5, detail=3, rough=0.9)\nM['lily']    = noise_mat('Lily', (0.05,0.17,0.06), (0.13,0.30,0.10), scale=5, detail=3, rough=0.6)\nM['flower']  = plain_mat('Flower', (0.85,0.42,0.52), rough=0.5)\nM['metal']   = plain_mat('Metal', (0.05,0.05,0.06), rough=0.4, metallic=0.8)\nM['rope']    = plain_mat('Rope', (0.5,0.42,0.28), rough=0.9)\nM['fargrass']= plain_mat('FarGrass', (0.06,0.12,0.045), rough=1.0)\n\n# ---------- Water material ----------\nm = bpy.data.materials.new('Water'); m.use_nodes = True\nnt = m.node_tree; bsdf = nt.nodes.get('Principled BSDF')\nbsdf.inputs['Base Color'].default_value = (0.03, 0.10, 0.11, 1)\nbsdf.inputs['Roughness'].default_value = 0.07\nif 'IOR' in bsdf.inputs: bsdf.inputs['IOR'].default_value = 1.333\nfor nm in ('Transmission Weight','Transmission'):\n    if nm in bsdf.inputs: bsdf.inputs[nm].default_value = 1.0; break\ntex = nt.nodes.new('ShaderNodeTexNoise')\ntex.inputs['Scale'].default_value = 22; tex.inputs['Detail'].default_value = 3\nbumpn = nt.nodes.new('ShaderNodeBump')\nbumpn.inputs['Strength'].default_value = 0.18; bumpn.inputs['Distance'].default_value = 0.06\nnt.links.new(tex.outputs['Fac'], bumpn.inputs['Height'])\nnt.links.new(bumpn.outputs['Normal'], bsdf.inputs['Normal'])\nabsn = nt.nodes.new('ShaderNodeVolumeAbsorption')\nabsn.inputs['Color'].default_value = (0.06, 0.22, 0.20, 1)\nabsn.inputs['Density'].default_value = 0.55\nout = nt.nodes.get('Material Output')\nnt.links.new(absn.outputs['Volume'], out.inputs['Volume'])\nM['water'] = m\n\n# ---------- World: warm dusk sky ----------\nw = bpy.data.worlds.new('World'); bpy.context.scene.world = w\nw.use_nodes = True\nbg = w.node_tree.nodes.get('Background')\nsky = w.node_tree.nodes.new('ShaderNodeTexSky')\nsky.sky_type = 'NISHITA'\nsky.sun_elevation = math.radians(14)\nsky.sun_rotation = math.radians(-60)\ntry: sky.dust_density = 2.0\nexcept: pass\nbg.inputs['Strength'].default_value = 0.9\nw.node_tree.links.new(sky.outputs['Color'], bg.inputs['Color'])\n\n# ---------- Render settings ----------\ns = bpy.context.scene\ns.render.engine = 'CYCLES'\ns.cycles.samples = 48\ns.cycles.use_denoising = True\ns.render.resolution_x = 1536; s.render.resolution_y = 1536\ns.render.resolution_percentage = 100\ntry: s.view_settings.look = 'AgX - Medium High Contrast'\nexcept:\n    try: s.view_settings.look = 'Medium High Contrast'\n    except: pass\ns.view_settings.exposure = 0.3\n\n# stash helpers for later calls\nNS = bpy.app.driver_namespace\nNS['M'] = M; NS['COL'] = COL; NS['to_col'] = to_col\nNS['noise_mat'] = noise_mat; NS['plain_mat'] = plain_mat; NS['emissive_mat'] = emissive_mat\n\nresult = {'materials': len(bpy.data.materials), 'collections': list(COL.keys())}\n"}