[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 only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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 final published capture 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. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. 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.

## Harness Instructions

You are operating Blender through the provided tools. 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. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. 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. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classic camping lantern as a single hero prop: a metal frame with a carry handle, a
glass enclosure around a warm glowing core, standing on simple ground.

The floor is a recognizable lantern that glows. The ceiling is what the light does:
warm light passing through the glass, a soft pool of illumination on the ground,
believable metal and glass materials, and a composition that presents the lantern
like a product shot against a calm, dark backdrop.

</task>

[Assistant] I'll create a classic camping lantern scene step by step. Let me start by setting up the scene.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building the classic camping lantern scene. I'll construct it piece by piece.

[Tool] Code executed successfully: Scene cleared and setup ready

[Tool] Code executed successfully: Base parts created

[Tool] Code executed successfully: Frame bars and rings created

[Tool] Code executed successfully: Handling handle differently...

[Tool] Code executed successfully: Carry handle created

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "axis" unrecognized

[Tool] Code executed successfully: Brackets, core, and ground created

[Assistant] Now let me create the materials for the lantern - metal, glass, and glowing core.

[Tool] Code executed successfully: Metal material created and assigned

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_material' is not defined

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

[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 only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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 final published capture 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. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. 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.

## Harness Instructions

You are operating Blender through the provided tools. 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. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. 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. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classic camping lantern as a single hero prop: a metal frame with a carry handle, a
glass enclosure around a warm glowing core, standing on simple ground.

The floor is a recognizable lantern that glows. The ceiling is what the light does:
warm light passing through the glass, a soft pool of illumination on the ground,
believable metal and glass materials, and a composition that presents the lantern
like a product shot against a calm, dark backdrop.

</task>

[Assistant] I'll create a classic camping lantern scene step by step. Let me start by setting up the scene.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building the classic camping lantern scene. I'll construct it piece by piece.

[Tool] Code executed successfully: Scene cleared and setup ready

[Tool] Code executed successfully: Base parts created

[Tool] Code executed successfully: Frame bars and rings created

[Tool] Code executed successfully: Handling handle differently...

[Tool] Code executed successfully: Carry handle created

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "axis" unrecognized

[Tool] Code executed successfully: Brackets, core, and ground created

[Assistant] Now let me create the materials for the lantern - metal, glass, and glowing core.

[Tool] Code executed successfully: Metal material created and assigned

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_material' is not defined

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

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-1784083386-2njWhTVkD1zYmx7UGK4k","object":"chat.completion","created":1784083386,"model":"deepseek/deepseek-v4-flash","provider":"GMICloud","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"\n\n","refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_9f609b53d268419c8a83190f","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy\\n\\ndef create_material(name, use_nodes=True):\\n    mat = bpy.data.materials.new(name=name)\\n    mat.use_nodes = use_nodes\\n    return mat\\n\\n# ============================================================\\n# GLASS MATERIAL\\n# ============================================================\\nglass_mat = create_material(\\\"Glass_Enclosure\\\")\\nglass_mat.node_tree.nodes.clear()\\nnodes = glass_mat.node_tree.nodes\\nlinks = glass_mat.node_tree.links\\n\\noutput = nodes.new('ShaderNodeOutputMaterial')\\noutput.location = (400, 0)\\n\\n# Glass BSDF\\nglass_bsdf = nodes.new('ShaderNodeBsdfGlass')\\nglass_bsdf.location = (100, 0)\\nglass_bsdf.inputs['Color'].default_value = (0.9, 0.95, 1.0, 1.0)  # Slightly blue tint\\nglass_bsdf.inputs['Roughness'].default_value = 0.05\\nglass_bsdf.inputs['IOR'].default_value = 1.45\\n\\nlinks.new(glass_bsdf.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Assign to glass\\nglass_obj = bpy.data.objects.get(\\\"Lantern_Glass\\\")\\nif glass_obj:\\n    if glass_obj.data.materials:\\n        glass_obj.data.materials[0] = glass_mat\\n    else:\\n        glass_obj.data.materials.append(glass_mat)\\n\\n# ============================================================\\n# GLOWING CORE MATERIAL (emissive)\\n# ============================================================\\ncore_mat = create_material(\\\"Glowing_Core\\\")\\ncore_mat.node_tree.nodes.clear()\\nnodes = core_mat.node_tree.nodes\\nlinks = core_mat.node_tree.links\\n\\noutput = nodes.new('ShaderNodeOutputMaterial')\\noutput.location = (400, 0)\\n\\nemission = nodes.new('ShaderNodeEmission')\\nemission.location = (100, 0)\\nemission.inputs['Color'].default_value = (1.0, 0.7, 0.15, 1.0)  # Warm orange-gold\\nemission.inputs['Strength'].default_value = 50.0\\n\\nlinks.new(emission.outputs['Emission'], output.inputs['Surface'])\\n\\ncore_obj = bpy.data.objects.get(\\\"Glowing_Core\\\")\\nif core_obj:\\n    if core_obj.data.materials:\\n        core_obj.data.materials[0] = core_mat\\n    else:\\n        core_obj.data.materials.append(core_mat)\\n\\n# ============================================================\\n# INNER CORE (brighter, hotter)\\n# ============================================================\\ninner_core_mat = create_material(\\\"Inner_Core_Glow\\\")\\ninner_core_mat.node_tree.nodes.clear()\\nnodes = inner_core_mat.node_tree.nodes\\nlinks = inner_core_mat.node_tree.links\\n\\noutput = nodes.new('ShaderNodeOutputMaterial')\\noutput.location = (400, 0)\\n\\nemission = nodes.new('ShaderNodeEmission')\\nemission.location = (100, 0)\\nemission.inputs['Color'].default_value = (1.0, 0.85, 0.4, 1.0)\\nemission.inputs['Strength'].default_value = 80.0\\n\\nlinks.new(emission.outputs['Emission'], output.inputs['Surface'])\\n\\ninner_core_obj = bpy.data.objects.get(\\\"Inner_Core\\\")\\nif inner_core_obj:\\n    if inner_core_obj.data.materials:\\n        inner_core_obj.data.materials[0] = inner_core_mat\\n    else:\\n        inner_core_obj.data.materials.append(inner_core_mat)\\n\\n# ============================================================\\n# HANDLE MATERIAL (darker metal)\\n# ============================================================\\nhandle_mat = create_material(\\\"Handle_Metal\\\")\\nhandle_mat.node_tree.nodes.clear()\\nnodes = handle_mat.node_tree.nodes\\nlinks = handle_mat.node_tree.links\\n\\noutput = nodes.new('ShaderNodeOutputMaterial')\\noutput.location = (400, 0)\\n\\nprincipled = nodes.new('ShaderNodeBsdfPrincipled')\\nprincipled.location = (100, 0)\\nprincipled.inputs['Base Color'].default_value = (0.12, 0.10, 0.08, 1.0)\\nprincipled.inputs['Metallic'].default_value = 0.9\\nprincipled.inputs['Roughness'].default_value = 0.5\\n\\nlinks.new(principled.outputs['BSDF'], output.inputs['Surface'])\\n\\nhandle_obj = bpy.data.objects.get(\\\"Carry_Handle\\\")\\nif handle_obj:\\n    if handle_obj.data.materials:\\n        handle_obj.data.materials[0] = handle_mat\\n    else:\\n        handle_obj.data.materials.append(handle_mat)\\n\\nprint(\\\"All materials created and assigned\\\")\",\"user_prompt\":\"Creating glass, core, and handle materials\"}"}}]}}],"usage":{"prompt_tokens":10730,"completion_tokens":1074,"total_tokens":11804,"cost":0.001262044,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.001262044,"upstream_inference_prompt_cost":0.00105154,"upstream_inference_completions_cost":0.000210504},"completion_tokens_details":{"reasoning_tokens":0,"image_tokens":0,"audio_tokens":0}}}

import bpy

def create_material(name, use_nodes=True):
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = use_nodes
    return mat

# ============================================================
# GLASS MATERIAL
# ============================================================
glass_mat = create_material("Glass_Enclosure")
glass_mat.node_tree.nodes.clear()
nodes = glass_mat.node_tree.nodes
links = glass_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (400, 0)

# Glass BSDF
glass_bsdf = nodes.new('ShaderNodeBsdfGlass')
glass_bsdf.location = (100, 0)
glass_bsdf.inputs['Color'].default_value = (0.9, 0.95, 1.0, 1.0)  # Slightly blue tint
glass_bsdf.inputs['Roughness'].default_value = 0.05
glass_bsdf.inputs['IOR'].default_value = 1.45

links.new(glass_bsdf.outputs['BSDF'], output.inputs['Surface'])

# Assign to glass
glass_obj = bpy.data.objects.get("Lantern_Glass")
if glass_obj:
    if glass_obj.data.materials:
        glass_obj.data.materials[0] = glass_mat
    else:
        glass_obj.data.materials.append(glass_mat)

# ============================================================
# GLOWING CORE MATERIAL (emissive)
# ============================================================
core_mat = create_material("Glowing_Core")
core_mat.node_tree.nodes.clear()
nodes = core_mat.node_tree.nodes
links = core_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (400, 0)

emission = nodes.new('ShaderNodeEmission')
emission.location = (100, 0)
emission.inputs['Color'].default_value = (1.0, 0.7, 0.15, 1.0)  # Warm orange-gold
emission.inputs['Strength'].default_value = 50.0

links.new(emission.outputs['Emission'], output.inputs['Surface'])

core_obj = bpy.data.objects.get("Glowing_Core")
if core_obj:
    if core_obj.data.materials:
        core_obj.data.materials[0] = core_mat
    else:
        core_obj.data.materials.append(core_mat)

# ============================================================
# INNER CORE (brighter, hotter)
# ============================================================
inner_core_mat = create_material("Inner_Core_Glow")
inner_core_mat.node_tree.nodes.clear()
nodes = inner_core_mat.node_tree.nodes
links = inner_core_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (400, 0)

emission = nodes.new('ShaderNodeEmission')
emission.location = (100, 0)
emission.inputs['Color'].default_value = (1.0, 0.85, 0.4, 1.0)
emission.inputs['Strength'].default_value = 80.0

links.new(emission.outputs['Emission'], output.inputs['Surface'])

inner_core_obj = bpy.data.objects.get("Inner_Core")
if inner_core_obj:
    if inner_core_obj.data.materials:
        inner_core_obj.data.materials[0] = inner_core_mat
    else:
        inner_core_obj.data.materials.append(inner_core_mat)

# ============================================================
# HANDLE MATERIAL (darker metal)
# ============================================================
handle_mat = create_material("Handle_Metal")
handle_mat.node_tree.nodes.clear()
nodes = handle_mat.node_tree.nodes
links = handle_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (400, 0)

principled = nodes.new('ShaderNodeBsdfPrincipled')
principled.location = (100, 0)
principled.inputs['Base Color'].default_value = (0.12, 0.10, 0.08, 1.0)
principled.inputs['Metallic'].default_value = 0.9
principled.inputs['Roughness'].default_value = 0.5

links.new(principled.outputs['BSDF'], output.inputs['Surface'])

handle_obj = bpy.data.objects.get("Carry_Handle")
if handle_obj:
    if handle_obj.data.materials:
        handle_obj.data.materials[0] = handle_mat
    else:
        handle_obj.data.materials.append(handle_mat)

print("All materials created and assigned")

Creating glass, core, and handle materials

{"code":"import bpy\n\ndef create_material(name, use_nodes=True):\n    mat = bpy.data.materials.new(name=name)\n    mat.use_nodes = use_nodes\n    return mat\n\n# ============================================================\n# GLASS MATERIAL\n# ============================================================\nglass_mat = create_material(\"Glass_Enclosure\")\nglass_mat.node_tree.nodes.clear()\nnodes = glass_mat.node_tree.nodes\nlinks = glass_mat.node_tree.links\n\noutput = nodes.new('ShaderNodeOutputMaterial')\noutput.location = (400, 0)\n\n# Glass BSDF\nglass_bsdf = nodes.new('ShaderNodeBsdfGlass')\nglass_bsdf.location = (100, 0)\nglass_bsdf.inputs['Color'].default_value = (0.9, 0.95, 1.0, 1.0)  # Slightly blue tint\nglass_bsdf.inputs['Roughness'].default_value = 0.05\nglass_bsdf.inputs['IOR'].default_value = 1.45\n\nlinks.new(glass_bsdf.outputs['BSDF'], output.inputs['Surface'])\n\n# Assign to glass\nglass_obj = bpy.data.objects.get(\"Lantern_Glass\")\nif glass_obj:\n    if glass_obj.data.materials:\n        glass_obj.data.materials[0] = glass_mat\n    else:\n        glass_obj.data.materials.append(glass_mat)\n\n# ============================================================\n# GLOWING CORE MATERIAL (emissive)\n# ============================================================\ncore_mat = create_material(\"Glowing_Core\")\ncore_mat.node_tree.nodes.clear()\nnodes = core_mat.node_tree.nodes\nlinks = core_mat.node_tree.links\n\noutput = nodes.new('ShaderNodeOutputMaterial')\noutput.location = (400, 0)\n\nemission = nodes.new('ShaderNodeEmission')\nemission.location = (100, 0)\nemission.inputs['Color'].default_value = (1.0, 0.7, 0.15, 1.0)  # Warm orange-gold\nemission.inputs['Strength'].default_value = 50.0\n\nlinks.new(emission.outputs['Emission'], output.inputs['Surface'])\n\ncore_obj = bpy.data.objects.get(\"Glowing_Core\")\nif core_obj:\n    if core_obj.data.materials:\n        core_obj.data.materials[0] = core_mat\n    else:\n        core_obj.data.materials.append(core_mat)\n\n# ============================================================\n# INNER CORE (brighter, hotter)\n# ============================================================\ninner_core_mat = create_material(\"Inner_Core_Glow\")\ninner_core_mat.node_tree.nodes.clear()\nnodes = inner_core_mat.node_tree.nodes\nlinks = inner_core_mat.node_tree.links\n\noutput = nodes.new('ShaderNodeOutputMaterial')\noutput.location = (400, 0)\n\nemission = nodes.new('ShaderNodeEmission')\nemission.location = (100, 0)\nemission.inputs['Color'].default_value = (1.0, 0.85, 0.4, 1.0)\nemission.inputs['Strength'].default_value = 80.0\n\nlinks.new(emission.outputs['Emission'], output.inputs['Surface'])\n\ninner_core_obj = bpy.data.objects.get(\"Inner_Core\")\nif inner_core_obj:\n    if inner_core_obj.data.materials:\n        inner_core_obj.data.materials[0] = inner_core_mat\n    else:\n        inner_core_obj.data.materials.append(inner_core_mat)\n\n# ============================================================\n# HANDLE MATERIAL (darker metal)\n# ============================================================\nhandle_mat = create_material(\"Handle_Metal\")\nhandle_mat.node_tree.nodes.clear()\nnodes = handle_mat.node_tree.nodes\nlinks = handle_mat.node_tree.links\n\noutput = nodes.new('ShaderNodeOutputMaterial')\noutput.location = (400, 0)\n\nprincipled = nodes.new('ShaderNodeBsdfPrincipled')\nprincipled.location = (100, 0)\nprincipled.inputs['Base Color'].default_value = (0.12, 0.10, 0.08, 1.0)\nprincipled.inputs['Metallic'].default_value = 0.9\nprincipled.inputs['Roughness'].default_value = 0.5\n\nlinks.new(principled.outputs['BSDF'], output.inputs['Surface'])\n\nhandle_obj = bpy.data.objects.get(\"Carry_Handle\")\nif handle_obj:\n    if handle_obj.data.materials:\n        handle_obj.data.materials[0] = handle_mat\n    else:\n        handle_obj.data.materials.append(handle_mat)\n\nprint(\"All materials created and assigned\")","user_prompt":"Creating glass, core, and handle materials"}


import bpy

def create_material(name, use_nodes=True):
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = use_nodes
    return mat

# ============================================================
# GLASS MATERIAL
# ============================================================
glass_mat = create_material("Glass_Enclosure")
glass_mat.node_tree.nodes.clear()
nodes = glass_mat.node_tree.nodes
links = glass_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (400, 0)

# Glass BSDF
glass_bsdf = nodes.new('ShaderNodeBsdfGlass')
glass_bsdf.location = (100, 0)
glass_bsdf.inputs['Color'].default_value = (0.9, 0.95, 1.0, 1.0)  # Slightly blue tint
glass_bsdf.inputs['Roughness'].default_value = 0.05
glass_bsdf.inputs['IOR'].default_value = 1.45

links.new(glass_bsdf.outputs['BSDF'], output.inputs['Surface'])

# Assign to glass
glass_obj = bpy.data.objects.get("Lantern_Glass")
if glass_obj:
    if glass_obj.data.materials:
        glass_obj.data.materials[0] = glass_mat
    else:
        glass_obj.data.materials.append(glass_mat)

# ============================================================
# GLOWING CORE MATERIAL (emissive)
# ============================================================
core_mat = create_material("Glowing_Core")
core_mat.node_tree.nodes.clear()
nodes = core_mat.node_tree.nodes
links = core_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (400, 0)

emission = nodes.new('ShaderNodeEmission')
emission.location = (100, 0)
emission.inputs['Color'].default_value = (1.0, 0.7, 0.15, 1.0)  # Warm orange-gold
emission.inputs['Strength'].default_value = 50.0

links.new(emission.outputs['Emission'], output.inputs['Surface'])

core_obj = bpy.data.objects.get("Glowing_Core")
if core_obj:
    if core_obj.data.materials:
        core_obj.data.materials[0] = core_mat
    else:
        core_obj.data.materials.append(core_mat)

# ============================================================
# INNER CORE (brighter, hotter)
# ============================================================
inner_core_mat = create_material("Inner_Core_Glow")
inner_core_mat.node_tree.nodes.clear()
nodes = inner_core_mat.node_tree.nodes
links = inner_core_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (400, 0)

emission = nodes.new('ShaderNodeEmission')
emission.location = (100, 0)
emission.inputs['Color'].default_value = (1.0, 0.85, 0.4, 1.0)
emission.inputs['Strength'].default_value = 80.0

links.new(emission.outputs['Emission'], output.inputs['Surface'])

inner_core_obj = bpy.data.objects.get("Inner_Core")
if inner_core_obj:
    if inner_core_obj.data.materials:
        inner_core_obj.data.materials[0] = inner_core_mat
    else:
        inner_core_obj.data.materials.append(inner_core_mat)

# ============================================================
# HANDLE MATERIAL (darker metal)
# ============================================================
handle_mat = create_material("Handle_Metal")
handle_mat.node_tree.nodes.clear()
nodes = handle_mat.node_tree.nodes
links = handle_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (400, 0)

principled = nodes.new('ShaderNodeBsdfPrincipled')
principled.location = (100, 0)
principled.inputs['Base Color'].default_value = (0.12, 0.10, 0.08, 1.0)
principled.inputs['Metallic'].default_value = 0.9
principled.inputs['Roughness'].default_value = 0.5

links.new(principled.outputs['BSDF'], output.inputs['Surface'])

handle_obj = bpy.data.objects.get("Carry_Handle")
if handle_obj:
    if handle_obj.data.materials:
        handle_obj.data.materials[0] = handle_mat
    else:
        handle_obj.data.materials.append(handle_mat)

print("All materials created and assigned")

Creating glass, core, and handle materials


Code executed successfully: All materials created and assigned


[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 only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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 final published capture 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. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. 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.

## Harness Instructions

You are operating Blender through the provided tools. 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. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. 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. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classic camping lantern as a single hero prop: a metal frame with a carry handle, a
glass enclosure around a warm glowing core, standing on simple ground.

The floor is a recognizable lantern that glows. The ceiling is what the light does:
warm light passing through the glass, a soft pool of illumination on the ground,
believable metal and glass materials, and a composition that presents the lantern
like a product shot against a calm, dark backdrop.

</task>

[Assistant] I'll create a classic camping lantern scene step by step. Let me start by setting up the scene.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building the classic camping lantern scene. I'll construct it piece by piece.

[Tool] Code executed successfully: Scene cleared and setup ready

[Tool] Code executed successfully: Base parts created

[Tool] Code executed successfully: Frame bars and rings created

[Tool] Code executed successfully: Handling handle differently...

[Tool] Code executed successfully: Carry handle created

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "axis" unrecognized

[Tool] Code executed successfully: Brackets, core, and ground created

[Assistant] Now let me create the materials for the lantern - metal, glass, and glowing core.

[Tool] Code executed successfully: Metal material created and assigned

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_material' is not defined

[Tool] Code executed successfully: All materials created and assigned

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

[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 only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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 final published capture 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. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. 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.

## Harness Instructions

You are operating Blender through the provided tools. 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. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. 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. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classic camping lantern as a single hero prop: a metal frame with a carry handle, a
glass enclosure around a warm glowing core, standing on simple ground.

The floor is a recognizable lantern that glows. The ceiling is what the light does:
warm light passing through the glass, a soft pool of illumination on the ground,
believable metal and glass materials, and a composition that presents the lantern
like a product shot against a calm, dark backdrop.

</task>

[Assistant] I'll create a classic camping lantern scene step by step. Let me start by setting up the scene.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building the classic camping lantern scene. I'll construct it piece by piece.

[Tool] Code executed successfully: Scene cleared and setup ready

[Tool] Code executed successfully: Base parts created

[Tool] Code executed successfully: Frame bars and rings created

[Tool] Code executed successfully: Handling handle differently...

[Tool] Code executed successfully: Carry handle created

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "axis" unrecognized

[Tool] Code executed successfully: Brackets, core, and ground created

[Assistant] Now let me create the materials for the lantern - metal, glass, and glowing core.

[Tool] Code executed successfully: Metal material created and assigned

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_material' is not defined

[Tool] Code executed successfully: All materials created and assigned

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

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-1784083436-vFTAsKEr1jkMPkt6YPIE","object":"chat.completion","created":1784083436,"model":"deepseek/deepseek-v4-flash","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"Now let me create the ground material, lighting setup, and the warm pool of illumination on the ground.\n\n","refusal":null,"reasoning":"Now I need to create a ground material, add lighting, set up the camera, and create the illumination pool on the ground. Let me also add a nice HDRI or backdrop.","tool_calls":[{"type":"function","index":0,"id":"call_924f73b132f946c4a8525d67","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\n\\ndef create_material(name, use_nodes=True):\\n    mat = bpy.data.materials.new(name=name)\\n    mat.use_nodes = use_nodes\\n    return mat\\n\\n# ============================================================\\n# GROUND MATERIAL - Dark surface to show the light pool\\n# ============================================================\\nground_mat = create_material(\\\"Ground_Material\\\")\\nground_mat.node_tree.nodes.clear()\\nnodes = ground_mat.node_tree.nodes\\nlinks = ground_mat.node_tree.links\\n\\noutput = nodes.new('ShaderNodeOutputMaterial')\\noutput.location = (500, 0)\\n\\n# Principled BSDF for ground\\nprincipled = nodes.new('ShaderNodeBsdfPrincipled')\\nprincipled.location = (200, 0)\\nprincipled.inputs['Base Color'].default_value = (0.06, 0.06, 0.06, 1.0)  # Very dark gray\\nprincipled.inputs['Roughness'].default_value = 0.8\\nprincipled.inputs['Metallic'].default_value = 0.0\\n\\nlinks.new(principled.outputs['BSDF'], output.inputs['Surface'])\\n\\n# Assign to ground\\nground_obj = bpy.data.objects.get(\\\"Ground\\\")\\nif ground_obj:\\n    if ground_obj.data.materials:\\n        ground_obj.data.materials[0] = ground_mat\\n    else:\\n        ground_obj.data.materials.append(ground_mat)\\n\\nprint(\\\"Ground material created\\\")\", \"user_prompt\": \"Creating dark ground material\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Now I need to create a ground material, add lighting, set up the camera, and create the illumination pool on the ground. Let me also add a nice HDRI or backdrop.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":11829,"completion_tokens":430,"total_tokens":12259,"cost":0.0012257574,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0012257574,"upstream_inference_prompt_cost":0.0011426814,"upstream_inference_completions_cost":0.000083076},"completion_tokens_details":{"reasoning_tokens":37,"image_tokens":0,"audio_tokens":0}}}

Now let me create the ground material, lighting setup, and the warm pool of illumination on the ground.

import bpy

def create_material(name, use_nodes=True):
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = use_nodes
    return mat

# ============================================================
# GROUND MATERIAL - Dark surface to show the light pool
# ============================================================
ground_mat = create_material("Ground_Material")
ground_mat.node_tree.nodes.clear()
nodes = ground_mat.node_tree.nodes
links = ground_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (500, 0)

# Principled BSDF for ground
principled = nodes.new('ShaderNodeBsdfPrincipled')
principled.location = (200, 0)
principled.inputs['Base Color'].default_value = (0.06, 0.06, 0.06, 1.0)  # Very dark gray
principled.inputs['Roughness'].default_value = 0.8
principled.inputs['Metallic'].default_value = 0.0

links.new(principled.outputs['BSDF'], output.inputs['Surface'])

# Assign to ground
ground_obj = bpy.data.objects.get("Ground")
if ground_obj:
    if ground_obj.data.materials:
        ground_obj.data.materials[0] = ground_mat
    else:
        ground_obj.data.materials.append(ground_mat)

print("Ground material created")

{"code": "import bpy\n\ndef create_material(name, use_nodes=True):\n    mat = bpy.data.materials.new(name=name)\n    mat.use_nodes = use_nodes\n    return mat\n\n# ============================================================\n# GROUND MATERIAL - Dark surface to show the light pool\n# ============================================================\nground_mat = create_material(\"Ground_Material\")\nground_mat.node_tree.nodes.clear()\nnodes = ground_mat.node_tree.nodes\nlinks = ground_mat.node_tree.links\n\noutput = nodes.new('ShaderNodeOutputMaterial')\noutput.location = (500, 0)\n\n# Principled BSDF for ground\nprincipled = nodes.new('ShaderNodeBsdfPrincipled')\nprincipled.location = (200, 0)\nprincipled.inputs['Base Color'].default_value = (0.06, 0.06, 0.06, 1.0)  # Very dark gray\nprincipled.inputs['Roughness'].default_value = 0.8\nprincipled.inputs['Metallic'].default_value = 0.0\n\nlinks.new(principled.outputs['BSDF'], output.inputs['Surface'])\n\n# Assign to ground\nground_obj = bpy.data.objects.get(\"Ground\")\nif ground_obj:\n    if ground_obj.data.materials:\n        ground_obj.data.materials[0] = ground_mat\n    else:\n        ground_obj.data.materials.append(ground_mat)\n\nprint(\"Ground material created\")", "user_prompt": "Creating dark ground material"}


Now let me create the ground material, lighting setup, and the warm pool of illumination on the ground.

import bpy

def create_material(name, use_nodes=True):
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = use_nodes
    return mat

# ============================================================
# GROUND MATERIAL - Dark surface to show the light pool
# ============================================================
ground_mat = create_material("Ground_Material")
ground_mat.node_tree.nodes.clear()
nodes = ground_mat.node_tree.nodes
links = ground_mat.node_tree.links

output = nodes.new('ShaderNodeOutputMaterial')
output.location = (500, 0)

# Principled BSDF for ground
principled = nodes.new('ShaderNodeBsdfPrincipled')
principled.location = (200, 0)
principled.inputs['Base Color'].default_value = (0.06, 0.06, 0.06, 1.0)  # Very dark gray
principled.inputs['Roughness'].default_value = 0.8
principled.inputs['Metallic'].default_value = 0.0

links.new(principled.outputs['BSDF'], output.inputs['Surface'])

# Assign to ground
ground_obj = bpy.data.objects.get("Ground")
if ground_obj:
    if ground_obj.data.materials:
        ground_obj.data.materials[0] = ground_mat
    else:
        ground_obj.data.materials.append(ground_mat)

print("Ground material created")


Code executed successfully: Ground material created


[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 only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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 final published capture 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. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. 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.

## Harness Instructions

You are operating Blender through the provided tools. 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. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. 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. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classic camping lantern as a single hero prop: a metal frame with a carry handle, a
glass enclosure around a warm glowing core, standing on simple ground.

The floor is a recognizable lantern that glows. The ceiling is what the light does:
warm light passing through the glass, a soft pool of illumination on the ground,
believable metal and glass materials, and a composition that presents the lantern
like a product shot against a calm, dark backdrop.

</task>

[Assistant] I'll create a classic camping lantern scene step by step. Let me start by setting up the scene.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building the classic camping lantern scene. I'll construct it piece by piece.

[Tool] Code executed successfully: Scene cleared and setup ready

[Tool] Code executed successfully: Base parts created

[Tool] Code executed successfully: Frame bars and rings created

[Tool] Code executed successfully: Handling handle differently...

[Tool] Code executed successfully: Carry handle created

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "axis" unrecognized

[Tool] Code executed successfully: Brackets, core, and ground created

[Assistant] Now let me create the materials for the lantern - metal, glass, and glowing core.

[Tool] Code executed successfully: Metal material created and assigned

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_material' is not defined

[Tool] Code executed successfully: All materials created and assigned

[Assistant] Now let me create the ground material, lighting setup, and the warm pool of illumination on the ground.

[Tool] Code executed successfully: Ground material created

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

[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 only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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 final published capture 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. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. 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.

## Harness Instructions

You are operating Blender through the provided tools. 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. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. 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. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classic camping lantern as a single hero prop: a metal frame with a carry handle, a
glass enclosure around a warm glowing core, standing on simple ground.

The floor is a recognizable lantern that glows. The ceiling is what the light does:
warm light passing through the glass, a soft pool of illumination on the ground,
believable metal and glass materials, and a composition that presents the lantern
like a product shot against a calm, dark backdrop.

</task>

[Assistant] I'll create a classic camping lantern scene step by step. Let me start by setting up the scene.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant] Let me start building the classic camping lantern scene. I'll construct it piece by piece.

[Tool] Code executed successfully: Scene cleared and setup ready

[Tool] Code executed successfully: Base parts created

[Tool] Code executed successfully: Frame bars and rings created

[Tool] Code executed successfully: Handling handle differently...

[Tool] Code executed successfully: Carry handle created

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties:: keyword "axis" unrecognized

[Tool] Code executed successfully: Brackets, core, and ground created

[Assistant] Now let me create the materials for the lantern - metal, glass, and glowing core.

[Tool] Code executed successfully: Metal material created and assigned

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_material' is not defined

[Tool] Code executed successfully: All materials created and assigned

[Assistant] Now let me create the ground material, lighting setup, and the warm pool of illumination on the ground.

[Tool] Code executed successfully: Ground material created

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

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-1784083443-ChGiJTZbbrSa9ZNgdQXo","object":"chat.completion","created":1784083443,"model":"deepseek/deepseek-v4-flash","provider":"StreamLake","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":null,"refusal":null,"reasoning":" ","tool_calls":[{"type":"function","index":0,"id":"call_7d0d47ed01bc48eba787f6ac","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nimport math\\n\\n# ============================================================\\n# LIGHTING SETUP\\n# ============================================================\\n\\n# First, let's delete any default lights\\nfor obj in bpy.data.objects:\\n    if obj.type == 'LIGHT':\\n        bpy.data.objects.remove(obj, do_unlink=True)\\n\\n# The lantern should primarily be lit by its own glow\\n# But we need a subtle ambient light to show the metal\\n\\n# 1. POINT LIGHT at the core (simulates the glowing lantern)\\nbpy.ops.object.light_add(type='POINT', location=(0, 0, 0.65))\\npoint_light = bpy.context.active_object\\npoint_light.name = \\\"Lantern_Glow_Light\\\"\\npoint_light.data.energy = 200.0\\npoint_light.data.color = (1.0, 0.6, 0.15)  # Warm orange\\npoint_light.data.use_custom_distance = True\\npoint_light.data.cutoff_distance = 8.0\\npoint_light.data.shadow_soft_size = 0.1\\n\\n# 2. Area light for soft fill - from above/behind (key light for the metal)\\nbpy.ops.object.light_add(type='AREA', location=(2.0, -1.5, 2.5))\\narea_light = bpy.context.active_object\\narea_light.name = \\\"Fill_Light\\\"\\narea_light.data.energy = 50.0\\narea_light.data.color = (0.8, 0.85, 1.0)  # Cool white fill\\narea_light.data.size = 1.5\\n\\n# Rotate area light to point at lantern\\nbpy.ops.object.select_all(action='DESELECT')\\narea_light.select_set(True)\\nbpy.context.view_layer.objects.active = area_light\\n# Aim constraint not needed - just position it well\\n\\n# 3. A subtle rim light from the side\\nbpy.ops.object.light_add(type='AREA', location=(-2.0, 2.0, 1.5))\\nrim_light = bpy.context.active_object\\nrim_light.name = \\\"Rim_Light\\\"\\nrim_light.data.energy = 30.0\\nrim_light.data.color = (0.9, 0.9, 1.0)\\nrim_light.data.size = 1.0\\n\\nprint(\\\"Lighting setup complete\\\")\", \"user_prompt\": \"Setting up lighting - warm core glow, fill and rim lights\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":" ","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":12242,"completion_tokens":600,"total_tokens":12842,"cost":0.00038844792,"is_byok":false,"prompt_tokens_details":{"cached_tokens":11776,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.00038844792,"upstream_inference_prompt_cost":0.00027252792,"upstream_inference_completions_cost":0.00011592},"completion_tokens_details":{"reasoning_tokens":1,"image_tokens":0,"audio_tokens":0}}}

import bpy
import math

# ============================================================
# LIGHTING SETUP
# ============================================================

# First, let's delete any default lights
for obj in bpy.data.objects:
    if obj.type == 'LIGHT':
        bpy.data.objects.remove(obj, do_unlink=True)

# The lantern should primarily be lit by its own glow
# But we need a subtle ambient light to show the metal

# 1. POINT LIGHT at the core (simulates the glowing lantern)
bpy.ops.object.light_add(type='POINT', location=(0, 0, 0.65))
point_light = bpy.context.active_object
point_light.name = "Lantern_Glow_Light"
point_light.data.energy = 200.0
point_light.data.color = (1.0, 0.6, 0.15)  # Warm orange
point_light.data.use_custom_distance = True
point_light.data.cutoff_distance = 8.0
point_light.data.shadow_soft_size = 0.1

# 2. Area light for soft fill - from above/behind (key light for the metal)
bpy.ops.object.light_add(type='AREA', location=(2.0, -1.5, 2.5))
area_light = bpy.context.active_object
area_light.name = "Fill_Light"
area_light.data.energy = 50.0
area_light.data.color = (0.8, 0.85, 1.0)  # Cool white fill
area_light.data.size = 1.5

# Rotate area light to point at lantern
bpy.ops.object.select_all(action='DESELECT')
area_light.select_set(True)
bpy.context.view_layer.objects.active = area_light
# Aim constraint not needed - just position it well

# 3. A subtle rim light from the side
bpy.ops.object.light_add(type='AREA', location=(-2.0, 2.0, 1.5))
rim_light = bpy.context.active_object
rim_light.name = "Rim_Light"
rim_light.data.energy = 30.0
rim_light.data.color = (0.9, 0.9, 1.0)
rim_light.data.size = 1.0

print("Lighting setup complete")

Setting up lighting - warm core glow, fill and rim lights

{"code": "import bpy\nimport math\n\n# ============================================================\n# LIGHTING SETUP\n# ============================================================\n\n# First, let's delete any default lights\nfor obj in bpy.data.objects:\n    if obj.type == 'LIGHT':\n        bpy.data.objects.remove(obj, do_unlink=True)\n\n# The lantern should primarily be lit by its own glow\n# But we need a subtle ambient light to show the metal\n\n# 1. POINT LIGHT at the core (simulates the glowing lantern)\nbpy.ops.object.light_add(type='POINT', location=(0, 0, 0.65))\npoint_light = bpy.context.active_object\npoint_light.name = \"Lantern_Glow_Light\"\npoint_light.data.energy = 200.0\npoint_light.data.color = (1.0, 0.6, 0.15)  # Warm orange\npoint_light.data.use_custom_distance = True\npoint_light.data.cutoff_distance = 8.0\npoint_light.data.shadow_soft_size = 0.1\n\n# 2. Area light for soft fill - from above/behind (key light for the metal)\nbpy.ops.object.light_add(type='AREA', location=(2.0, -1.5, 2.5))\narea_light = bpy.context.active_object\narea_light.name = \"Fill_Light\"\narea_light.data.energy = 50.0\narea_light.data.color = (0.8, 0.85, 1.0)  # Cool white fill\narea_light.data.size = 1.5\n\n# Rotate area light to point at lantern\nbpy.ops.object.select_all(action='DESELECT')\narea_light.select_set(True)\nbpy.context.view_layer.objects.active = area_light\n# Aim constraint not needed - just position it well\n\n# 3. A subtle rim light from the side\nbpy.ops.object.light_add(type='AREA', location=(-2.0, 2.0, 1.5))\nrim_light = bpy.context.active_object\nrim_light.name = \"Rim_Light\"\nrim_light.data.energy = 30.0\nrim_light.data.color = (0.9, 0.9, 1.0)\nrim_light.data.size = 1.0\n\nprint(\"Lighting setup complete\")", "user_prompt": "Setting up lighting - warm core glow, fill and rim lights"}


import bpy
import math

# ============================================================
# LIGHTING SETUP
# ============================================================

# First, let's delete any default lights
for obj in bpy.data.objects:
    if obj.type == 'LIGHT':
        bpy.data.objects.remove(obj, do_unlink=True)

# The lantern should primarily be lit by its own glow
# But we need a subtle ambient light to show the metal

# 1. POINT LIGHT at the core (simulates the glowing lantern)
bpy.ops.object.light_add(type='POINT', location=(0, 0, 0.65))
point_light = bpy.context.active_object
point_light.name = "Lantern_Glow_Light"
point_light.data.energy = 200.0
point_light.data.color = (1.0, 0.6, 0.15)  # Warm orange
point_light.data.use_custom_distance = True
point_light.data.cutoff_distance = 8.0
point_light.data.shadow_soft_size = 0.1

# 2. Area light for soft fill - from above/behind (key light for the metal)
bpy.ops.object.light_add(type='AREA', location=(2.0, -1.5, 2.5))
area_light = bpy.context.active_object
area_light.name = "Fill_Light"
area_light.data.energy = 50.0
area_light.data.color = (0.8, 0.85, 1.0)  # Cool white fill
area_light.data.size = 1.5

# Rotate area light to point at lantern
bpy.ops.object.select_all(action='DESELECT')
area_light.select_set(True)
bpy.context.view_layer.objects.active = area_light
# Aim constraint not needed - just position it well

# 3. A subtle rim light from the side
bpy.ops.object.light_add(type='AREA', location=(-2.0, 2.0, 1.5))
rim_light = bpy.context.active_object
rim_light.name = "Rim_Light"
rim_light.data.energy = 30.0
rim_light.data.color = (0.9, 0.9, 1.0)
rim_light.data.size = 1.0

print("Lighting setup complete")

Setting up lighting - warm core glow, fill and rim lights


Code executed successfully: Lighting setup complete