[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>

[Assistant] 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.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 116, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"NISHITA\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "materials": [
      "Autumn",
      "Bark",
      "Cattail",
      "Door",
      "FarGrass",
      "Flower",
      "Gable",
      "Grass",
      "Lily",
      "Log",
      "Metal",
      "Mud",
      "Pine",
      "Pine2",
      "Plank",
      "Reed",
      "Roof",
      "Rope",
      "Stone",
      "Trim",
      "WarmGlass",
      "Water"
    ],
    "collections": [
      "Cabin",
      "Camera",
      "Landscape",
      "Lights",
      "Props",
      "Vegetation",
      "Water"
    ]
  }
}

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 27, in <module>\nValueError: noise: 'IMPROVED_PERLIN' not found in (['BLENDER', 'PERLIN_ORIGINAL', 'PERLIN_NEW', 'VORONOI_F1', 'VORONOI_F2', 'VORONOI_F3', 'VORONOI_F4', 'VORONOI_F2F1', 'VORONOI_CRACKLE', 'CELLNOISE'])\n"
}

[Assistant] The noise basis name differs in this version. Re-running with `PERLIN_NEW`:

[Tool]
{
  "status": "ok",
  "result": {
    "terrain_polys": 5184
  }
}

[Assistant] Terrain, pond, and hills are in. Now the cabin: log walls with notched corners, gables, shingled roof, stone chimney, door, glowing windows, and porch.

[Tool]
{
  "status": "ok",
  "result": {
    "cabin_parts": 118
  }
}

[Assistant] Cabin walls, roof, and chimney built. Now windows, porch, and grouping everything under a parent empty placed in the world.

[Tool]
{
  "status": "ok",
  "result": {
    "cabin_total": 199
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "fix": "ok"
  }
}

[Assistant] Now the dock with plank deck, posts, ladder, and moored rowboat, plus props and vegetation.

[Tool]
{
  "status": "ok",
  "result": {
    "props": 39
  }
}

        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>

[Assistant] 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.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 116, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"NISHITA\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "materials": [
      "Autumn",
      "Bark",
      "Cattail",
      "Door",
      "FarGrass",
      "Flower",
      "Gable",
      "Grass",
      "Lily",
      "Log",
      "Metal",
      "Mud",
      "Pine",
      "Pine2",
      "Plank",
      "Reed",
      "Roof",
      "Rope",
      "Stone",
      "Trim",
      "WarmGlass",
      "Water"
    ],
    "collections": [
      "Cabin",
      "Camera",
      "Landscape",
      "Lights",
      "Props",
      "Vegetation",
      "Water"
    ]
  }
}

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 27, in <module>\nValueError: noise: 'IMPROVED_PERLIN' not found in (['BLENDER', 'PERLIN_ORIGINAL', 'PERLIN_NEW', 'VORONOI_F1', 'VORONOI_F2', 'VORONOI_F3', 'VORONOI_F4', 'VORONOI_F2F1', 'VORONOI_CRACKLE', 'CELLNOISE'])\n"
}

[Assistant] The noise basis name differs in this version. Re-running with `PERLIN_NEW`:

[Tool]
{
  "status": "ok",
  "result": {
    "terrain_polys": 5184
  }
}

[Assistant] Terrain, pond, and hills are in. Now the cabin: log walls with notched corners, gables, shingled roof, stone chimney, door, glowing windows, and porch.

[Tool]
{
  "status": "ok",
  "result": {
    "cabin_parts": 118
  }
}

[Assistant] Cabin walls, roof, and chimney built. Now windows, porch, and grouping everything under a parent empty placed in the world.

[Tool]
{
  "status": "ok",
  "result": {
    "cabin_total": 199
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "fix": "ok"
  }
}

[Assistant] Now the dock with plank deck, posts, ladder, and moored rowboat, plus props and vegetation.

[Tool]
{
  "status": "ok",
  "result": {
    "props": 39
  }
}

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

get_blendfile_summary_datablocksArguments

Blend File

get_blendfile_summary_datablocks_for_cliArguments

get_blendfile_summary_missing_filesArguments

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

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

get_blendfile_summary_path_infoArguments

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

Blend File

get_blendfile_summary_path_info_for_cliArguments

get_blendfile_summary_usage_guessArguments

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

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

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

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

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")

{"error":{"message":"Provider returned error","code":429,"metadata":{"raw":"moonshotai/kimi-k3 is temporarily rate-limited upstream. Please retry shortly, or add your own key to accumulate your rate limits: https://openrouter.ai/settings/integrations","provider_name":"Moonshot AI","is_byok":false,"retry_after_seconds":41,"retry_after_seconds_raw":41,"headers":{"Retry-After":"41"}}},"user_id":"user_39fMPtAz2OvI4GsfBCPccbZm6kV"}

[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>

[Assistant] 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.

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 116, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"NISHITA\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE')\n"
}

[Tool]
{
  "status": "ok",
  "result": {
    "materials": [
      "Autumn",
      "Bark",
      "Cattail",
      "Door",
      "FarGrass",
      "Flower",
      "Gable",
      "Grass",
      "Lily",
      "Log",
      "Metal",
      "Mud",
      "Pine",
      "Pine2",
      "Plank",
      "Reed",
      "Roof",
      "Rope",
      "Stone",
      "Trim",
      "WarmGlass",
      "Water"
    ],
    "collections": [
      "Cabin",
      "Camera",
      "Landscape",
      "Lights",
      "Props",
      "Vegetation",
      "Water"
    ]
  }
}

[Tool]
{
  "status": "error",
  "message": "Traceback (most recent call last):\n  File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n    exec(code, namespace)\n    ~~~~^^^^^^^^^^^^^^^^^\n  File \"<string>\", line 27, in <module>\nValueError: noise: 'IMPROVED_PERLIN' not found in (['BLENDER', 'PERLIN_ORIGINAL', 'PERLIN_NEW', 'VORONOI_F1', 'VORONOI_F2', 'VORONOI_F3', 'VORONOI_F4', 'VORONOI_F2F1', 'VORONOI_CRACKLE', 'CELLNOISE'])\n"
}

[Assistant] The noise basis name differs in this version. Re-running with `PERLIN_NEW`:

[Tool]
{
  "status": "ok",
  "result": {
    "terrain_polys": 5184
  }
}

[Assistant] Terrain, pond, and hills are in. Now the cabin: log walls with notched corners, gables, shingled roof, stone chimney, door, glowing windows, and porch.

[Tool]
{
  "status": "ok",
  "result": {
    "cabin_parts": 118
  }
}

[Assistant] Cabin walls, roof, and chimney built. Now windows, porch, and grouping everything under a parent empty placed in the world.

[Tool]
{
  "status": "ok",
  "result": {
    "cabin_total": 199
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "fix": "ok"
  }
}

[Assistant] Now the dock with plank deck, posts, ladder, and moored rowboat, plus props and vegetation.

[Tool]
{
  "status": "ok",
  "result": {
    "props": 39
  }
}

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

get_blendfile_summary_datablocksArguments

Blend File

get_blendfile_summary_datablocks_for_cliArguments

get_blendfile_summary_missing_filesArguments

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

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

get_blendfile_summary_path_infoArguments

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

Blend File

get_blendfile_summary_path_info_for_cliArguments

get_blendfile_summary_usage_guessArguments

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

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

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

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

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-1784227765-2o7d196nUNbIaDZgRm2R","object":"chat.completion","created":1784227765,"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":"Now the vegetation: pine and autumn trees, bushes, reeds, lily pads, and scattered grass tufts. I'll re-create the deterministic terrain height function to place things on the ground.","refusal":null,"reasoning":"Boat vertices: `ring` uses (cx, -hw, gz) etc. secs tuple order (t, hwf, cz, gz) — I wrote secs entries as (0.0, 0.02, 0.10, 0.42): t=0.0, hwf=0.02, cz=0.10, gz=0.42. Good.\n\nThe bench: I created `rim` cube at world (0,0,0.30) then parented and set location (0.1,0,0.30) — when setting parent via API, the matrix_parent_inverse is identity so the child's location becomes relative to parent — setting location after parenting sets local coords, but the object's world transform includes parent's rotation/location — boat itself has location (bx,by,-0.02) and rotation, so child local (0.1,0,0.30) places it properly relative to boat. OK.\n\nOar similar. Good.\n\nNow vegetation: trees, bushes, reeds, lily pads, grass. Positions:\n- Trees: \n  - Behind cabin: (-12,-2), (-14,5), (-9,7)\n  - Left of cabin: (-10,-8), (-7,-11)\n  - Behind pond far side: (14,16), (19,12), (8,19), (22,6), (16,2)? that's east shore maybe (20,-1)? camera at (16,-24) looks NW; far side of pond from camera is +Y north — trees behind pond: (8,17), (13,18), (19,13), (4,18), (23,7)\n  - Right side near camera maybe (14,-6) as foreground framing tree (deciduous autumn for color interest?), and (-16,-14) left foreground.\n- Grass tufts scatter avoiding pond & cabin.\n- Reeds around pond edge clusters.\n- Lily pads: 5 pads near dock far end.\n\nMake tree function. Then lights (sun, fill area, porch point — lantern glass exists; add small point light at porch lantern location in world coords (parented root moved it): lantern local (-2.45, -hy-2.15, pz+3.08) = (-2.45, -4.35, 3.38); root at (-3,-1.6,0.10) rot z 6°. World = root applied: x' = -3 + cos6*(-2.45) - sin6*(-4.35) = -3 -2.437 + 0.4546 = -4.98; y' = -1.6 + sin6*(-2.45)+cos6*(-4.35) = -1.6 -0.256 -4.326 = -6.18; z = 3.48. So porch light at approx (-5.0, -6.2, 3.4).\n\nSun: rotation euler (radians(50), radians(-8), radians(35))? Let me think about sun direction: sun light points along local -Z. rotation (rx, ry, rz): direction = R @ (0,0,-1). I want light coming from the west (-X) and slightly south (-Y) or from behind-left of camera... The pond is east of cabin; camera southeast-ish. Warm low sun from the west gives long shadows toward camera and lights cabin front-left face? Cabin front faces -Y (south-east-ish after 6° rot). Camera at (16,-24): southeast. Sun from west (-X, low) would light cabin's right side (west face has window) and leave front in shade — but warm windows + fill can compensate. Alternatively sun from southwest (-X,-Y) high enough: lights front and west side, shadows fall toward pond/east, reflections on pond from camera? Sun glitter on water needs sun azimuth roughly opposite camera across the water: camera at SE looking NW; sun in W/NW sky would reflect toward camera. Sun from NW (-X, +Y) lights cabin back side only.\n\nCompromise: sun from WSW: direction from sun to scene = (+X-ish, +Y small, -Z). Set rotation euler: direction d = R @ (0,0,-1). For euler (rx, ry, rz) order XYZ: d = (sin? ) let's compute: R = Rz(rz)Ry(ry)Rx(rx). Apply to (0,0,-1): Rx first: (0, sin rx *1?, ...). Rx(rx)@(0,0,-1) = (0, -(-1)sin? ... Rx: y' = y cos - z sin = -(-1) sin rx = sin rx; z' = y sin + z cos = -cos rx. So v = (0, sin rx, -cos rx). Ry(ry)@v: x' = x cos + z sin = -cos rx sin ry; y' = sin rx; z' = -x sin + z cos = -cos rx cos ry. Rz(rz)@: x'' = x' cos rz - y' sin rz = -cos rx sin ry cos rz - sin rx sin rz; y'' = x' sin rz + y' cos rz = -cos rx sin ry sin rz + sin rx cos rz; z'' = -cos rx cos ry.\n\nI want d ≈ normalize((0.75, 0.35, -0.55)) (light traveling east and slightly north, descending). Choose rx, ry, rz: set rz=0: d = (-cos rx sin ry, sin rx, -cos rx cos ry). Want y-component 0.35·k: sin rx = 0.35k. x: -cos rx sin ry = 0.75k → sin ry negative → ry negative. z: -cos rx cos ry = -0.55k.\n\nk=1: sin rx=0.35 → rx=20.5°, cos rx=0.937. sin ry = -0.75/0.937 = -0.80 → ry = -53°. cos ry=0.60. z = -0.937*0.60 = -0.562 ✓. So rotation = (radians(20.5), radians(-53), 0). Sun elevation = angle above horizon: direction z -0.562 → sun altitude ~34°. Slightly high for dusk; lower: want d=(0.85,0.3,-0.42): sin rx=0.3 → rx=17.5, cos=0.954; sin ry=-0.85/0.954=-0.891 → ry=-63°, cos=0.454; z=-0.954*0.454=-0.433 ✓. elevation ~25°. Warm low-ish. Energy 3.5, color (1.0,0.62,0.35), angle 10° for long soft shadows.\n\nFill: large AREA at (2,-16,14) pointing toward scene center (6,2,2), energy 600, size 12, color (0.75,0.82,1.0).\n\nCamera: pos (16.5,-24.5,8.6), target (-1.5,3.0,2.2), lens 52. Check dock/pond in frame: pond spans x -4..22 — cabin at x -3. Hmm camera x 16.5 looking at target x -1.5: view direction mostly -X+Y. Pond behind cabin. Should be fine; verify with render.\n\nAlso set camera DOF: focus object empty at cabin door; fstop 7.1.\n\nSky texture already set with sun rotation -60° (azimuth). Hosek-Wilkie sky sun position should roughly match the sun lamp direction for coherence: sun lamp comes from WSW (azimuth ~ from direction -d = (-0.85,-0.3): pointing toward... the visible sun in sky is opposite d: azimuth of sun = atan2(-0.3?...). Sky sun_rotation -60° — fine, leave.\n\nGrass tufts: create mesh \"GrassTuft\": 3 crossed quads? Simpler: 5 small triangles fanning. I'll build tuft: 4 blades, each a narrow triangle (2 tris? single tri each). Verts per blade: base two points (width 0.05), tip offset. 4 blades rotated. 12 verts, 4 faces. Single-sided faces visible from both sides in Cycles by default (backface culling off) ✓.\n\nScatter ~500 tufts: rejection sample 3000 tries; accept if: r_ell from pond > 1.12 (outside pond+mud), outside cabin rect (x -8.5..1.5, y -7..2.5 expanded), outside path (skip check), outside dock corridor maybe, |x|<45,|y|<45, and terrain z computed? I don't have terrain function stored... I can raycast? Simpler: duplicate the height function quickly (same seed math — the noise function is deterministic; I can re-define height(x,y) with same code). I'll store it in NS now (re-define identically) and use for tufts, trees, reeds. Also useful: tree z positions.\n\nActually I should have stored it in call 2. Redefine here — deterministic since same formula.\n\nTrees positions with z = height(x,y).\n\nLet me write vegetation call now.","tool_calls":[{"type":"function","index":0,"id":"execute_blender_code_8","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy, math, random\\nfrom mathutils import Vector, noise\\nrandom.seed(47)\\n\\nNS = bpy.app.driver_namespace\\nM = NS['M']; to_col = NS['to_col']; COL = NS['COL']\\nCX, CY, RX, RY = NS['POND']\\n\\n# terrain height (same deterministic formula as terrain build)\\ndef height(x, y):\\n    dx, dy = (x-CX)/RX, (y-CY)/RY\\n    r = math.sqrt(dx*dx+dy*dy)\\n    nx, ny = x+7.0, y+6.0\\n    v = 0.55*noise.noise(Vector((nx*0.05, ny*0.05, 0)), noise_basis='PERLIN_NEW') \\\\\\n      + 0.28*noise.noise(Vector((nx*0.13, ny*0.13, 0)), noise_basis='PERLIN_NEW') \\\\\\n      + 0.10*noise.noise(Vector((nx*0.35, ny*0.35, 0)), noise_basis='PERLIN_NEW')\\n    z = 0.45 + v\\n    if r < 1.02: z = -1.35 + 0.12*v\\n    elif r < 1.12:\\n        t=(r-1.02)/0.10; z=(-1.35+0.12*v)*(1-t)+(0.05+0.3*v)*t\\n    elif r < 1.32:\\n        t=(r-1.12)/0.20; z=(0.05+0.3*v)*(1-t)+z*t\\n    ddx = max(0.0, abs(x-(-3.0))-4.4); ddy = max(0.0, abs(y-(-1.6))-3.6)\\n    dp = math.sqrt(ddx*ddx+ddy*ddy)\\n    if dp < 3.0:\\n        t = 1.0 if dp==0 else max(0.0,1.0-dp/3.0); t=t*t*(3-2*t)\\n        z = z*(1-t)+0.32*t\\n    return z\\nNS['height'] = height\\n\\ndef in_pond(x, y, f=1.0):\\n    dx, dy = (x-CX)/(RX*f), (y-CY)/(RY*f)\\n    return dx*dx+dy*dy < 1.0\\n\\ndef near_cabin(x, y):\\n    return -9.5 < x < 2.5 and -7.5 < y < 3.0\\n\\n# ---------- prototype geometry ----------\\ndef pine_protos():\\n    protos = []\\n    for variant in range(3):\\n        objs = []\\n        bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=0.16, depth=2.4, location=(0,0,1.2))\\n        tr = bpy.context.active_object; tr.name=f'proto_trunk{variant}'\\n        objs.append((tr, 'Bark'))\\n        n = 4\\n        z0 = 1.3\\n        for i in range(n):\\n            t = i/(n-1)\\n            r = 1.55*(1-0.72*t)+0.15*variant*0.2\\n            d = 1.5-0.25*t\\n            z = z0 + i*0.85\\n            bpy.ops.mesh.primitive_cone_add(vertices=9, radius1=r, radius2=0.06, depth=d, location=(0,0,z+d/2))\\n            c = bpy.context.active_object; c.name=f'proto_cone{variant}_{i}'\\n            for p in c.data.polygons: p.use_smooth=True\\n            objs.append((c, 'Pine' if (variant+i)%2==0 else 'Pine2'))\\n        protos.append(objs)\\n    return protos\\n\\ndef leafy_proto():\\n    objs = []\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=0.18, depth=2.8, location=(0,0,1.4))\\n    tr = bpy.context.active_object; tr.name='proto_ltrunk'\\n    objs.append((tr,'Bark'))\\n    for i,(ox,oy,oz,r) in enumerate([(0,0,3.6,1.6),(0.9,0.3,3.0,1.1),(-0.8,-0.2,3.1,1.05),(0.2,-0.7,3.3,0.95),(-0.3,0.6,3.4,0.9)]):\\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, location=(ox,oy,oz))\\n        s = bpy.context.active_object; s.name=f'proto_lblob{i}'\\n        s.scale.z = 0.8; bpy.ops.object.transform_apply(scale=True)\\n        for p in s.data.polygons: p.use_smooth=True\\n        objs.append((s,'Autumn'))\\n    return objs\\n\\npine_ps = pine_protos()\\nleaf_ps = leafy_proto()\\n\\ntree_id = 0\\ndef place_proto(objs, x, y, scale, rot=None):\\n    global tree_id\\n    z = height(x,y)-0.05\\n    for o, matname in objs:\\n        d = bpy.data.objects.new(f'{o.name}_{tree_id}', o.data.copy())\\n        COL['Vegetation'].objects.link(d)\\n        d.location = (x + o.location.x*scale, y + o.location.y*scale, z + o.location.z*scale)\\n        d.scale = (scale,)*3\\n        d.rotation_euler.z = rot if rot is not None else random.uniform(0, 6.28)\\n        d.data.materials.clear(); d.data.materials.append(M[matname])\\n    tree_id += 1\\n\\n# ---------- tree placement ----------\\npine_spots = [(-12,-3),(-14,4),(-9.5,6.5),(-11.5,-9),(-6.5,-11),(14,17),(19,12.5),(8.5,18.5),\\n              (23,7),(4,19),(24,-1),(-18,-2),(-20,-12),(12,-14),(18,-11),(-3,14),(26,12)]\\nleaf_spots = [(13.5,-6.5),(-16,-15),(-7.5,10.5),(21,16.5)]\\nfor s in pine_spots:\\n    if in_pond(*s, f=1.05) or near_cabin(*s): continue\\n    place_proto(random.choice(pine_ps), s[0]+random.uniform(-1,1), s[1]+random.uniform(-1,1), random.uniform(0.9,1.7))\\nfor s in leaf_spots:\\n    if in_pond(*s, f=1.05) or near_cabin(*s): continue\\n    place_proto(leaf_ps, s[0], s[1], random.uniform(1.0,1.5))\\n\\n# bushes\\nfor k in range(26):\\n    a = random.uniform(0, 6.28); rr = random.uniform(6, 30)\\n    x, y = math.cos(a)*rr - 2, math.sin(a)*rr + 2\\n    if in_pond(x, y, f=1.15) or near_cabin(x, y): continue\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=random.uniform(0.5,1.1),\\n        location=(x, y, height(x,y)+0.3))\\n    b = bpy.context.active_object; b.name=f'Bush{k:02d}'\\n    b.scale.z = 0.7; bpy.ops.object.transform_apply(scale=True)\\n    b.data.materials.append(M['Pine' if k%3 else 'Pine2'])\\n    for p in b.data.polygons: p.use_smooth=True\\n    to_col(b, 'Vegetation')\\n\\n# ---------- reeds at pond edge ----------\\nfor cl in range(9):\\n    a = random.uniform(0, 6.28)\\n    ca = math.atan2(math.sin(a)/RY, math.cos(a)/RX)\\n    rr = RX*RY/math.sqrt((RY*math.cos(ca))**2+(RX*math.sin(ca))**2)\\n    bx, by = CX+rr*math.cos(a)*0.99, CY+rr*math.sin(a)*0.99\\n    for k in range(random.randint(4,7)):\\n        x = bx+random.uniform(-0.8,0.8); y = by+random.uniform(-0.8,0.8)\\n        h = random.uniform(0.9,1.7)\\n        bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=0.02, depth=h, location=(x,y,-0.1+h/2))\\n        r1 = bpy.context.active_object; r1.name=f'Reed{cl}_{k}'\\n        r1.data.materials.append(M['Reed']); to_col(r1,'Vegetation')\\n        r1.rotation_euler = (random.uniform(-0.08,0.08), random.uniform(-0.08,0.08), 0)\\n        if k%3==0:\\n            bpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=0.05, depth=0.3, location=(x,y,-0.05+h))\\n            ct = bpy.context.active_object; ct.name=f'Cattail{cl}_{k}'\\n            ct.data.materials.append(M['Cattail']); to_col(ct,'Vegetation')\\n\\n# ---------- lily pads near dock end ----------\\nfor k in range(6):\\n    x = 9.5+random.uniform(-2.5,2.5); y = 6.0+random.uniform(-2.0,2.0)\\n    if not in_pond(x,y,f=0.98): continue\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=9, radius=random.uniform(0.22,0.4), depth=0.03, location=(x,y,-0.005))\\n    lp = bpy.context.active_object; lp.name=f'Lily{k}'\\n    lp.data.materials.append(M['Lily']); to_col(lp,'Vegetation')\\n    if k==2:\\n        bpy.ops.mesh.primitive_uv_sphere_add(radius=0.09, location=(x,y,0.06))\\n        fl = bpy.context.active_object; fl.name='LilyFlower'\\n        fl.scale.z=0.6; bpy.ops.object.transform_apply(scale=True)\\n        fl.data.materials.append(M['Flower']); to_col(fl,'Vegetation')\\n\\nresult = {'vegetation': len(COL['Vegetation'].objects)}\\n\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Boat vertices: `ring` uses (cx, -hw, gz) etc. secs tuple order (t, hwf, cz, gz) — I wrote secs entries as (0.0, 0.02, 0.10, 0.42): t=0.0, hwf=0.02, cz=0.10, gz=0.42. Good.\n\nThe bench: I created `rim` cube at world (0,0,0.30) then parented and set location (0.1,0,0.30) — when setting parent via API, the matrix_parent_inverse is identity so the child's location becomes relative to parent — setting location after parenting sets local coords, but the object's world transform includes parent's rotation/location — boat itself has location (bx,by,-0.02) and rotation, so child local (0.1,0,0.30) places it properly relative to boat. OK.\n\nOar similar. Good.\n\nNow vegetation: trees, bushes, reeds, lily pads, grass. Positions:\n- Trees: \n  - Behind cabin: (-12,-2), (-14,5), (-9,7)\n  - Left of cabin: (-10,-8), (-7,-11)\n  - Behind pond far side: (14,16), (19,12), (8,19), (22,6), (16,2)? that's east shore maybe (20,-1)? camera at (16,-24) looks NW; far side of pond from camera is +Y north — trees behind pond: (8,17), (13,18), (19,13), (4,18), (23,7)\n  - Right side near camera maybe (14,-6) as foreground framing tree (deciduous autumn for color interest?), and (-16,-14) left foreground.\n- Grass tufts scatter avoiding pond & cabin.\n- Reeds around pond edge clusters.\n- Lily pads: 5 pads near dock far end.\n\nMake tree function. Then lights (sun, fill area, porch point — lantern glass exists; add small point light at porch lantern location in world coords (parented root moved it): lantern local (-2.45, -hy-2.15, pz+3.08) = (-2.45, -4.35, 3.38); root at (-3,-1.6,0.10) rot z 6°. World = root applied: x' = -3 + cos6*(-2.45) - sin6*(-4.35) = -3 -2.437 + 0.4546 = -4.98; y' = -1.6 + sin6*(-2.45)+cos6*(-4.35) = -1.6 -0.256 -4.326 = -6.18; z = 3.48. So porch light at approx (-5.0, -6.2, 3.4).\n\nSun: rotation euler (radians(50), radians(-8), radians(35))? Let me think about sun direction: sun light points along local -Z. rotation (rx, ry, rz): direction = R @ (0,0,-1). I want light coming from the west (-X) and slightly south (-Y) or from behind-left of camera... The pond is east of cabin; camera southeast-ish. Warm low sun from the west gives long shadows toward camera and lights cabin front-left face? Cabin front faces -Y (south-east-ish after 6° rot). Camera at (16,-24): southeast. Sun from west (-X, low) would light cabin's right side (west face has window) and leave front in shade — but warm windows + fill can compensate. Alternatively sun from southwest (-X,-Y) high enough: lights front and west side, shadows fall toward pond/east, reflections on pond from camera? Sun glitter on water needs sun azimuth roughly opposite camera across the water: camera at SE looking NW; sun in W/NW sky would reflect toward camera. Sun from NW (-X, +Y) lights cabin back side only.\n\nCompromise: sun from WSW: direction from sun to scene = (+X-ish, +Y small, -Z). Set rotation euler: direction d = R @ (0,0,-1). For euler (rx, ry, rz) order XYZ: d = (sin? ) let's compute: R = Rz(rz)Ry(ry)Rx(rx). Apply to (0,0,-1): Rx first: (0, sin rx *1?, ...). Rx(rx)@(0,0,-1) = (0, -(-1)sin? ... Rx: y' = y cos - z sin = -(-1) sin rx = sin rx; z' = y sin + z cos = -cos rx. So v = (0, sin rx, -cos rx). Ry(ry)@v: x' = x cos + z sin = -cos rx sin ry; y' = sin rx; z' = -x sin + z cos = -cos rx cos ry. Rz(rz)@: x'' = x' cos rz - y' sin rz = -cos rx sin ry cos rz - sin rx sin rz; y'' = x' sin rz + y' cos rz = -cos rx sin ry sin rz + sin rx cos rz; z'' = -cos rx cos ry.\n\nI want d ≈ normalize((0.75, 0.35, -0.55)) (light traveling east and slightly north, descending). Choose rx, ry, rz: set rz=0: d = (-cos rx sin ry, sin rx, -cos rx cos ry). Want y-component 0.35·k: sin rx = 0.35k. x: -cos rx sin ry = 0.75k → sin ry negative → ry negative. z: -cos rx cos ry = -0.55k.\n\nk=1: sin rx=0.35 → rx=20.5°, cos rx=0.937. sin ry = -0.75/0.937 = -0.80 → ry = -53°. cos ry=0.60. z = -0.937*0.60 = -0.562 ✓. So rotation = (radians(20.5), radians(-53), 0). Sun elevation = angle above horizon: direction z -0.562 → sun altitude ~34°. Slightly high for dusk; lower: want d=(0.85,0.3,-0.42): sin rx=0.3 → rx=17.5, cos=0.954; sin ry=-0.85/0.954=-0.891 → ry=-63°, cos=0.454; z=-0.954*0.454=-0.433 ✓. elevation ~25°. Warm low-ish. Energy 3.5, color (1.0,0.62,0.35), angle 10° for long soft shadows.\n\nFill: large AREA at (2,-16,14) pointing toward scene center (6,2,2), energy 600, size 12, color (0.75,0.82,1.0).\n\nCamera: pos (16.5,-24.5,8.6), target (-1.5,3.0,2.2), lens 52. Check dock/pond in frame: pond spans x -4..22 — cabin at x -3. Hmm camera x 16.5 looking at target x -1.5: view direction mostly -X+Y. Pond behind cabin. Should be fine; verify with render.\n\nAlso set camera DOF: focus object empty at cabin door; fstop 7.1.\n\nSky texture already set with sun rotation -60° (azimuth). Hosek-Wilkie sky sun position should roughly match the sun lamp direction for coherence: sun lamp comes from WSW (azimuth ~ from direction -d = (-0.85,-0.3): pointing toward... the visible sun in sky is opposite d: azimuth of sun = atan2(-0.3?...). Sky sun_rotation -60° — fine, leave.\n\nGrass tufts: create mesh \"GrassTuft\": 3 crossed quads? Simpler: 5 small triangles fanning. I'll build tuft: 4 blades, each a narrow triangle (2 tris? single tri each). Verts per blade: base two points (width 0.05), tip offset. 4 blades rotated. 12 verts, 4 faces. Single-sided faces visible from both sides in Cycles by default (backface culling off) ✓.\n\nScatter ~500 tufts: rejection sample 3000 tries; accept if: r_ell from pond > 1.12 (outside pond+mud), outside cabin rect (x -8.5..1.5, y -7..2.5 expanded), outside path (skip check), outside dock corridor maybe, |x|<45,|y|<45, and terrain z computed? I don't have terrain function stored... I can raycast? Simpler: duplicate the height function quickly (same seed math — the noise function is deterministic; I can re-define height(x,y) with same code). I'll store it in NS now (re-define identically) and use for tufts, trees, reeds. Also useful: tree z positions.\n\nActually I should have stored it in call 2. Redefine here — deterministic since same formula.\n\nTrees positions with z = height(x,y).\n\nLet me write vegetation call now.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":19753,"completion_tokens":4460,"total_tokens":24213,"cost":0.0784662,"is_byok":false,"prompt_tokens_details":{"cached_tokens":17664,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0784662,"upstream_inference_prompt_cost":0.0115662,"upstream_inference_completions_cost":0.0669},"completion_tokens_details":{"reasoning_tokens":2037,"image_tokens":0,"audio_tokens":0}}}

Now the vegetation: pine and autumn trees, bushes, reeds, lily pads, and scattered grass tufts. I'll re-create the deterministic terrain height function to place things on the ground.

import bpy, math, random
from mathutils import Vector, noise
random.seed(47)

NS = bpy.app.driver_namespace
M = NS['M']; to_col = NS['to_col']; COL = NS['COL']
CX, CY, RX, RY = NS['POND']

# terrain height (same deterministic formula as terrain build)
def height(x, y):
    dx, dy = (x-CX)/RX, (y-CY)/RY
    r = math.sqrt(dx*dx+dy*dy)
    nx, ny = x+7.0, y+6.0
    v = 0.55*noise.noise(Vector((nx*0.05, ny*0.05, 0)), noise_basis='PERLIN_NEW') \
      + 0.28*noise.noise(Vector((nx*0.13, ny*0.13, 0)), noise_basis='PERLIN_NEW') \
      + 0.10*noise.noise(Vector((nx*0.35, ny*0.35, 0)), noise_basis='PERLIN_NEW')
    z = 0.45 + v
    if r < 1.02: z = -1.35 + 0.12*v
    elif r < 1.12:
        t=(r-1.02)/0.10; z=(-1.35+0.12*v)*(1-t)+(0.05+0.3*v)*t
    elif r < 1.32:
        t=(r-1.12)/0.20; z=(0.05+0.3*v)*(1-t)+z*t
    ddx = max(0.0, abs(x-(-3.0))-4.4); ddy = max(0.0, abs(y-(-1.6))-3.6)
    dp = math.sqrt(ddx*ddx+ddy*ddy)
    if dp < 3.0:
        t = 1.0 if dp==0 else max(0.0,1.0-dp/3.0); t=t*t*(3-2*t)
        z = z*(1-t)+0.32*t
    return z
NS['height'] = height

def in_pond(x, y, f=1.0):
    dx, dy = (x-CX)/(RX*f), (y-CY)/(RY*f)
    return dx*dx+dy*dy < 1.0

def near_cabin(x, y):
    return -9.5 < x < 2.5 and -7.5 < y < 3.0

# ---------- prototype geometry ----------
def pine_protos():
    protos = []
    for variant in range(3):
        objs = []
        bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=0.16, depth=2.4, location=(0,0,1.2))
        tr = bpy.context.active_object; tr.name=f'proto_trunk{variant}'
        objs.append((tr, 'Bark'))
        n = 4
        z0 = 1.3
        for i in range(n):
            t = i/(n-1)
            r = 1.55*(1-0.72*t)+0.15*variant*0.2
            d = 1.5-0.25*t
            z = z0 + i*0.85
            bpy.ops.mesh.primitive_cone_add(vertices=9, radius1=r, radius2=0.06, depth=d, location=(0,0,z+d/2))
            c = bpy.context.active_object; c.name=f'proto_cone{variant}_{i}'
            for p in c.data.polygons: p.use_smooth=True
            objs.append((c, 'Pine' if (variant+i)%2==0 else 'Pine2'))
        protos.append(objs)
    return protos

def leafy_proto():
    objs = []
    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=0.18, depth=2.8, location=(0,0,1.4))
    tr = bpy.context.active_object; tr.name='proto_ltrunk'
    objs.append((tr,'Bark'))
    for i,(ox,oy,oz,r) in enumerate([(0,0,3.6,1.6),(0.9,0.3,3.0,1.1),(-0.8,-0.2,3.1,1.05),(0.2,-0.7,3.3,0.95),(-0.3,0.6,3.4,0.9)]):
        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, location=(ox,oy,oz))
        s = bpy.context.active_object; s.name=f'proto_lblob{i}'
        s.scale.z = 0.8; bpy.ops.object.transform_apply(scale=True)
        for p in s.data.polygons: p.use_smooth=True
        objs.append((s,'Autumn'))
    return objs

pine_ps = pine_protos()
leaf_ps = leafy_proto()

tree_id = 0
def place_proto(objs, x, y, scale, rot=None):
    global tree_id
    z = height(x,y)-0.05
    for o, matname in objs:
        d = bpy.data.objects.new(f'{o.name}_{tree_id}', o.data.copy())
        COL['Vegetation'].objects.link(d)
        d.location = (x + o.location.x*scale, y + o.location.y*scale, z + o.location.z*scale)
        d.scale = (scale,)*3
        d.rotation_euler.z = rot if rot is not None else random.uniform(0, 6.28)
        d.data.materials.clear(); d.data.materials.append(M[matname])
    tree_id += 1

# ---------- tree placement ----------
pine_spots = [(-12,-3),(-14,4),(-9.5,6.5),(-11.5,-9),(-6.5,-11),(14,17),(19,12.5),(8.5,18.5),
              (23,7),(4,19),(24,-1),(-18,-2),(-20,-12),(12,-14),(18,-11),(-3,14),(26,12)]
leaf_spots = [(13.5,-6.5),(-16,-15),(-7.5,10.5),(21,16.5)]
for s in pine_spots:
    if in_pond(*s, f=1.05) or near_cabin(*s): continue
    place_proto(random.choice(pine_ps), s[0]+random.uniform(-1,1), s[1]+random.uniform(-1,1), random.uniform(0.9,1.7))
for s in leaf_spots:
    if in_pond(*s, f=1.05) or near_cabin(*s): continue
    place_proto(leaf_ps, s[0], s[1], random.uniform(1.0,1.5))

# bushes
for k in range(26):
    a = random.uniform(0, 6.28); rr = random.uniform(6, 30)
    x, y = math.cos(a)*rr - 2, math.sin(a)*rr + 2
    if in_pond(x, y, f=1.15) or near_cabin(x, y): continue
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=random.uniform(0.5,1.1),
        location=(x, y, height(x,y)+0.3))
    b = bpy.context.active_object; b.name=f'Bush{k:02d}'
    b.scale.z = 0.7; bpy.ops.object.transform_apply(scale=True)
    b.data.materials.append(M['Pine' if k%3 else 'Pine2'])
    for p in b.data.polygons: p.use_smooth=True
    to_col(b, 'Vegetation')

# ---------- reeds at pond edge ----------
for cl in range(9):
    a = random.uniform(0, 6.28)
    ca = math.atan2(math.sin(a)/RY, math.cos(a)/RX)
    rr = RX*RY/math.sqrt((RY*math.cos(ca))**2+(RX*math.sin(ca))**2)
    bx, by = CX+rr*math.cos(a)*0.99, CY+rr*math.sin(a)*0.99
    for k in range(random.randint(4,7)):
        x = bx+random.uniform(-0.8,0.8); y = by+random.uniform(-0.8,0.8)
        h = random.uniform(0.9,1.7)
        bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=0.02, depth=h, location=(x,y,-0.1+h/2))
        r1 = bpy.context.active_object; r1.name=f'Reed{cl}_{k}'
        r1.data.materials.append(M['Reed']); to_col(r1,'Vegetation')
        r1.rotation_euler = (random.uniform(-0.08,0.08), random.uniform(-0.08,0.08), 0)
        if k%3==0:
            bpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=0.05, depth=0.3, location=(x,y,-0.05+h))
            ct = bpy.context.active_object; ct.name=f'Cattail{cl}_{k}'
            ct.data.materials.append(M['Cattail']); to_col(ct,'Vegetation')

# ---------- lily pads near dock end ----------
for k in range(6):
    x = 9.5+random.uniform(-2.5,2.5); y = 6.0+random.uniform(-2.0,2.0)
    if not in_pond(x,y,f=0.98): continue
    bpy.ops.mesh.primitive_cylinder_add(vertices=9, radius=random.uniform(0.22,0.4), depth=0.03, location=(x,y,-0.005))
    lp = bpy.context.active_object; lp.name=f'Lily{k}'
    lp.data.materials.append(M['Lily']); to_col(lp,'Vegetation')
    if k==2:
        bpy.ops.mesh.primitive_uv_sphere_add(radius=0.09, location=(x,y,0.06))
        fl = bpy.context.active_object; fl.name='LilyFlower'
        fl.scale.z=0.6; bpy.ops.object.transform_apply(scale=True)
        fl.data.materials.append(M['Flower']); to_col(fl,'Vegetation')

result = {'vegetation': len(COL['Vegetation'].objects)}

{"code":"import bpy, math, random\nfrom mathutils import Vector, noise\nrandom.seed(47)\n\nNS = bpy.app.driver_namespace\nM = NS['M']; to_col = NS['to_col']; COL = NS['COL']\nCX, CY, RX, RY = NS['POND']\n\n# terrain height (same deterministic formula as terrain build)\ndef height(x, y):\n    dx, dy = (x-CX)/RX, (y-CY)/RY\n    r = math.sqrt(dx*dx+dy*dy)\n    nx, ny = x+7.0, y+6.0\n    v = 0.55*noise.noise(Vector((nx*0.05, ny*0.05, 0)), noise_basis='PERLIN_NEW') \\\n      + 0.28*noise.noise(Vector((nx*0.13, ny*0.13, 0)), noise_basis='PERLIN_NEW') \\\n      + 0.10*noise.noise(Vector((nx*0.35, ny*0.35, 0)), noise_basis='PERLIN_NEW')\n    z = 0.45 + v\n    if r < 1.02: z = -1.35 + 0.12*v\n    elif r < 1.12:\n        t=(r-1.02)/0.10; z=(-1.35+0.12*v)*(1-t)+(0.05+0.3*v)*t\n    elif r < 1.32:\n        t=(r-1.12)/0.20; z=(0.05+0.3*v)*(1-t)+z*t\n    ddx = max(0.0, abs(x-(-3.0))-4.4); ddy = max(0.0, abs(y-(-1.6))-3.6)\n    dp = math.sqrt(ddx*ddx+ddy*ddy)\n    if dp < 3.0:\n        t = 1.0 if dp==0 else max(0.0,1.0-dp/3.0); t=t*t*(3-2*t)\n        z = z*(1-t)+0.32*t\n    return z\nNS['height'] = height\n\ndef in_pond(x, y, f=1.0):\n    dx, dy = (x-CX)/(RX*f), (y-CY)/(RY*f)\n    return dx*dx+dy*dy < 1.0\n\ndef near_cabin(x, y):\n    return -9.5 < x < 2.5 and -7.5 < y < 3.0\n\n# ---------- prototype geometry ----------\ndef pine_protos():\n    protos = []\n    for variant in range(3):\n        objs = []\n        bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=0.16, depth=2.4, location=(0,0,1.2))\n        tr = bpy.context.active_object; tr.name=f'proto_trunk{variant}'\n        objs.append((tr, 'Bark'))\n        n = 4\n        z0 = 1.3\n        for i in range(n):\n            t = i/(n-1)\n            r = 1.55*(1-0.72*t)+0.15*variant*0.2\n            d = 1.5-0.25*t\n            z = z0 + i*0.85\n            bpy.ops.mesh.primitive_cone_add(vertices=9, radius1=r, radius2=0.06, depth=d, location=(0,0,z+d/2))\n            c = bpy.context.active_object; c.name=f'proto_cone{variant}_{i}'\n            for p in c.data.polygons: p.use_smooth=True\n            objs.append((c, 'Pine' if (variant+i)%2==0 else 'Pine2'))\n        protos.append(objs)\n    return protos\n\ndef leafy_proto():\n    objs = []\n    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=0.18, depth=2.8, location=(0,0,1.4))\n    tr = bpy.context.active_object; tr.name='proto_ltrunk'\n    objs.append((tr,'Bark'))\n    for i,(ox,oy,oz,r) in enumerate([(0,0,3.6,1.6),(0.9,0.3,3.0,1.1),(-0.8,-0.2,3.1,1.05),(0.2,-0.7,3.3,0.95),(-0.3,0.6,3.4,0.9)]):\n        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, location=(ox,oy,oz))\n        s = bpy.context.active_object; s.name=f'proto_lblob{i}'\n        s.scale.z = 0.8; bpy.ops.object.transform_apply(scale=True)\n        for p in s.data.polygons: p.use_smooth=True\n        objs.append((s,'Autumn'))\n    return objs\n\npine_ps = pine_protos()\nleaf_ps = leafy_proto()\n\ntree_id = 0\ndef place_proto(objs, x, y, scale, rot=None):\n    global tree_id\n    z = height(x,y)-0.05\n    for o, matname in objs:\n        d = bpy.data.objects.new(f'{o.name}_{tree_id}', o.data.copy())\n        COL['Vegetation'].objects.link(d)\n        d.location = (x + o.location.x*scale, y + o.location.y*scale, z + o.location.z*scale)\n        d.scale = (scale,)*3\n        d.rotation_euler.z = rot if rot is not None else random.uniform(0, 6.28)\n        d.data.materials.clear(); d.data.materials.append(M[matname])\n    tree_id += 1\n\n# ---------- tree placement ----------\npine_spots = [(-12,-3),(-14,4),(-9.5,6.5),(-11.5,-9),(-6.5,-11),(14,17),(19,12.5),(8.5,18.5),\n              (23,7),(4,19),(24,-1),(-18,-2),(-20,-12),(12,-14),(18,-11),(-3,14),(26,12)]\nleaf_spots = [(13.5,-6.5),(-16,-15),(-7.5,10.5),(21,16.5)]\nfor s in pine_spots:\n    if in_pond(*s, f=1.05) or near_cabin(*s): continue\n    place_proto(random.choice(pine_ps), s[0]+random.uniform(-1,1), s[1]+random.uniform(-1,1), random.uniform(0.9,1.7))\nfor s in leaf_spots:\n    if in_pond(*s, f=1.05) or near_cabin(*s): continue\n    place_proto(leaf_ps, s[0], s[1], random.uniform(1.0,1.5))\n\n# bushes\nfor k in range(26):\n    a = random.uniform(0, 6.28); rr = random.uniform(6, 30)\n    x, y = math.cos(a)*rr - 2, math.sin(a)*rr + 2\n    if in_pond(x, y, f=1.15) or near_cabin(x, y): continue\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=random.uniform(0.5,1.1),\n        location=(x, y, height(x,y)+0.3))\n    b = bpy.context.active_object; b.name=f'Bush{k:02d}'\n    b.scale.z = 0.7; bpy.ops.object.transform_apply(scale=True)\n    b.data.materials.append(M['Pine' if k%3 else 'Pine2'])\n    for p in b.data.polygons: p.use_smooth=True\n    to_col(b, 'Vegetation')\n\n# ---------- reeds at pond edge ----------\nfor cl in range(9):\n    a = random.uniform(0, 6.28)\n    ca = math.atan2(math.sin(a)/RY, math.cos(a)/RX)\n    rr = RX*RY/math.sqrt((RY*math.cos(ca))**2+(RX*math.sin(ca))**2)\n    bx, by = CX+rr*math.cos(a)*0.99, CY+rr*math.sin(a)*0.99\n    for k in range(random.randint(4,7)):\n        x = bx+random.uniform(-0.8,0.8); y = by+random.uniform(-0.8,0.8)\n        h = random.uniform(0.9,1.7)\n        bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=0.02, depth=h, location=(x,y,-0.1+h/2))\n        r1 = bpy.context.active_object; r1.name=f'Reed{cl}_{k}'\n        r1.data.materials.append(M['Reed']); to_col(r1,'Vegetation')\n        r1.rotation_euler = (random.uniform(-0.08,0.08), random.uniform(-0.08,0.08), 0)\n        if k%3==0:\n            bpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=0.05, depth=0.3, location=(x,y,-0.05+h))\n            ct = bpy.context.active_object; ct.name=f'Cattail{cl}_{k}'\n            ct.data.materials.append(M['Cattail']); to_col(ct,'Vegetation')\n\n# ---------- lily pads near dock end ----------\nfor k in range(6):\n    x = 9.5+random.uniform(-2.5,2.5); y = 6.0+random.uniform(-2.0,2.0)\n    if not in_pond(x,y,f=0.98): continue\n    bpy.ops.mesh.primitive_cylinder_add(vertices=9, radius=random.uniform(0.22,0.4), depth=0.03, location=(x,y,-0.005))\n    lp = bpy.context.active_object; lp.name=f'Lily{k}'\n    lp.data.materials.append(M['Lily']); to_col(lp,'Vegetation')\n    if k==2:\n        bpy.ops.mesh.primitive_uv_sphere_add(radius=0.09, location=(x,y,0.06))\n        fl = bpy.context.active_object; fl.name='LilyFlower'\n        fl.scale.z=0.6; bpy.ops.object.transform_apply(scale=True)\n        fl.data.materials.append(M['Flower']); to_col(fl,'Vegetation')\n\nresult = {'vegetation': len(COL['Vegetation'].objects)}\n"}


Now the vegetation: pine and autumn trees, bushes, reeds, lily pads, and scattered grass tufts. I'll re-create the deterministic terrain height function to place things on the ground.

import bpy, math, random
from mathutils import Vector, noise
random.seed(47)

NS = bpy.app.driver_namespace
M = NS['M']; to_col = NS['to_col']; COL = NS['COL']
CX, CY, RX, RY = NS['POND']

# terrain height (same deterministic formula as terrain build)
def height(x, y):
    dx, dy = (x-CX)/RX, (y-CY)/RY
    r = math.sqrt(dx*dx+dy*dy)
    nx, ny = x+7.0, y+6.0
    v = 0.55*noise.noise(Vector((nx*0.05, ny*0.05, 0)), noise_basis='PERLIN_NEW') \
      + 0.28*noise.noise(Vector((nx*0.13, ny*0.13, 0)), noise_basis='PERLIN_NEW') \
      + 0.10*noise.noise(Vector((nx*0.35, ny*0.35, 0)), noise_basis='PERLIN_NEW')
    z = 0.45 + v
    if r < 1.02: z = -1.35 + 0.12*v
    elif r < 1.12:
        t=(r-1.02)/0.10; z=(-1.35+0.12*v)*(1-t)+(0.05+0.3*v)*t
    elif r < 1.32:
        t=(r-1.12)/0.20; z=(0.05+0.3*v)*(1-t)+z*t
    ddx = max(0.0, abs(x-(-3.0))-4.4); ddy = max(0.0, abs(y-(-1.6))-3.6)
    dp = math.sqrt(ddx*ddx+ddy*ddy)
    if dp < 3.0:
        t = 1.0 if dp==0 else max(0.0,1.0-dp/3.0); t=t*t*(3-2*t)
        z = z*(1-t)+0.32*t
    return z
NS['height'] = height

def in_pond(x, y, f=1.0):
    dx, dy = (x-CX)/(RX*f), (y-CY)/(RY*f)
    return dx*dx+dy*dy < 1.0

def near_cabin(x, y):
    return -9.5 < x < 2.5 and -7.5 < y < 3.0

# ---------- prototype geometry ----------
def pine_protos():
    protos = []
    for variant in range(3):
        objs = []
        bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=0.16, depth=2.4, location=(0,0,1.2))
        tr = bpy.context.active_object; tr.name=f'proto_trunk{variant}'
        objs.append((tr, 'Bark'))
        n = 4
        z0 = 1.3
        for i in range(n):
            t = i/(n-1)
            r = 1.55*(1-0.72*t)+0.15*variant*0.2
            d = 1.5-0.25*t
            z = z0 + i*0.85
            bpy.ops.mesh.primitive_cone_add(vertices=9, radius1=r, radius2=0.06, depth=d, location=(0,0,z+d/2))
            c = bpy.context.active_object; c.name=f'proto_cone{variant}_{i}'
            for p in c.data.polygons: p.use_smooth=True
            objs.append((c, 'Pine' if (variant+i)%2==0 else 'Pine2'))
        protos.append(objs)
    return protos

def leafy_proto():
    objs = []
    bpy.ops.mesh.primitive_cylinder_add(vertices=8, radius=0.18, depth=2.8, location=(0,0,1.4))
    tr = bpy.context.active_object; tr.name='proto_ltrunk'
    objs.append((tr,'Bark'))
    for i,(ox,oy,oz,r) in enumerate([(0,0,3.6,1.6),(0.9,0.3,3.0,1.1),(-0.8,-0.2,3.1,1.05),(0.2,-0.7,3.3,0.95),(-0.3,0.6,3.4,0.9)]):
        bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=r, location=(ox,oy,oz))
        s = bpy.context.active_object; s.name=f'proto_lblob{i}'
        s.scale.z = 0.8; bpy.ops.object.transform_apply(scale=True)
        for p in s.data.polygons: p.use_smooth=True
        objs.append((s,'Autumn'))
    return objs

pine_ps = pine_protos()
leaf_ps = leafy_proto()

tree_id = 0
def place_proto(objs, x, y, scale, rot=None):
    global tree_id
    z = height(x,y)-0.05
    for o, matname in objs:
        d = bpy.data.objects.new(f'{o.name}_{tree_id}', o.data.copy())
        COL['Vegetation'].objects.link(d)
        d.location = (x + o.location.x*scale, y + o.location.y*scale, z + o.location.z*scale)
        d.scale = (scale,)*3
        d.rotation_euler.z = rot if rot is not None else random.uniform(0, 6.28)
        d.data.materials.clear(); d.data.materials.append(M[matname])
    tree_id += 1

# ---------- tree placement ----------
pine_spots = [(-12,-3),(-14,4),(-9.5,6.5),(-11.5,-9),(-6.5,-11),(14,17),(19,12.5),(8.5,18.5),
              (23,7),(4,19),(24,-1),(-18,-2),(-20,-12),(12,-14),(18,-11),(-3,14),(26,12)]
leaf_spots = [(13.5,-6.5),(-16,-15),(-7.5,10.5),(21,16.5)]
for s in pine_spots:
    if in_pond(*s, f=1.05) or near_cabin(*s): continue
    place_proto(random.choice(pine_ps), s[0]+random.uniform(-1,1), s[1]+random.uniform(-1,1), random.uniform(0.9,1.7))
for s in leaf_spots:
    if in_pond(*s, f=1.05) or near_cabin(*s): continue
    place_proto(leaf_ps, s[0], s[1], random.uniform(1.0,1.5))

# bushes
for k in range(26):
    a = random.uniform(0, 6.28); rr = random.uniform(6, 30)
    x, y = math.cos(a)*rr - 2, math.sin(a)*rr + 2
    if in_pond(x, y, f=1.15) or near_cabin(x, y): continue
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=random.uniform(0.5,1.1),
        location=(x, y, height(x,y)+0.3))
    b = bpy.context.active_object; b.name=f'Bush{k:02d}'
    b.scale.z = 0.7; bpy.ops.object.transform_apply(scale=True)
    b.data.materials.append(M['Pine' if k%3 else 'Pine2'])
    for p in b.data.polygons: p.use_smooth=True
    to_col(b, 'Vegetation')

# ---------- reeds at pond edge ----------
for cl in range(9):
    a = random.uniform(0, 6.28)
    ca = math.atan2(math.sin(a)/RY, math.cos(a)/RX)
    rr = RX*RY/math.sqrt((RY*math.cos(ca))**2+(RX*math.sin(ca))**2)
    bx, by = CX+rr*math.cos(a)*0.99, CY+rr*math.sin(a)*0.99
    for k in range(random.randint(4,7)):
        x = bx+random.uniform(-0.8,0.8); y = by+random.uniform(-0.8,0.8)
        h = random.uniform(0.9,1.7)
        bpy.ops.mesh.primitive_cylinder_add(vertices=5, radius=0.02, depth=h, location=(x,y,-0.1+h/2))
        r1 = bpy.context.active_object; r1.name=f'Reed{cl}_{k}'
        r1.data.materials.append(M['Reed']); to_col(r1,'Vegetation')
        r1.rotation_euler = (random.uniform(-0.08,0.08), random.uniform(-0.08,0.08), 0)
        if k%3==0:
            bpy.ops.mesh.primitive_cylinder_add(vertices=6, radius=0.05, depth=0.3, location=(x,y,-0.05+h))
            ct = bpy.context.active_object; ct.name=f'Cattail{cl}_{k}'
            ct.data.materials.append(M['Cattail']); to_col(ct,'Vegetation')

# ---------- lily pads near dock end ----------
for k in range(6):
    x = 9.5+random.uniform(-2.5,2.5); y = 6.0+random.uniform(-2.0,2.0)
    if not in_pond(x,y,f=0.98): continue
    bpy.ops.mesh.primitive_cylinder_add(vertices=9, radius=random.uniform(0.22,0.4), depth=0.03, location=(x,y,-0.005))
    lp = bpy.context.active_object; lp.name=f'Lily{k}'
    lp.data.materials.append(M['Lily']); to_col(lp,'Vegetation')
    if k==2:
        bpy.ops.mesh.primitive_uv_sphere_add(radius=0.09, location=(x,y,0.06))
        fl = bpy.context.active_object; fl.name='LilyFlower'
        fl.scale.z=0.6; bpy.ops.object.transform_apply(scale=True)
        fl.data.materials.append(M['Flower']); to_col(fl,'Vegetation')

result = {'vegetation': len(COL['Vegetation'].objects)}