[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 build this step by step - a classic camping lantern as a hero prop. Let me start by clearing the scene and constructing the geometry

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

[Assistant] Now let me build the lantern step by step. I'll start with the ground plane, base, and core structure:

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

[Tool] Code executed successfully: Basic structure created.

[Assistant] Now let me create the handle and the metal frame bars:

[Tool] Code executed successfully: Handle curve created, converting approach...

[Tool] Code executed successfully: Handle created with bevel thickness.

[Assistant] Now let me create the vertical metal frame bars around the glass:

[Tool] Code executed successfully: 6 vertical bars created.

[Assistant] Now let me create the materials - metal, glass, emission, and

[Tool] Code executed successfully: All materials created.

[Assistant] Now let me assign the materials to the objects:

[Tool] Code executed successfully: Materials assigned.

[Assistant] Now let me add some horizontal frame rings and set up the camera and lighting for the product shot:

[Tool] Code executed successfully: Frame rings added.

[Tool] Code executed successfully: World set up.

[Assistant] Now let me set up the camera and lighting:

[Tool] Code executed successfully: Camera set up.

[Tool] Code executed successfully: Camera aimed at lantern core.

[Assistant] Now let me add lighting:

[Tool] Code executed successfully: Lights set up.

[Assistant] Let me verify the scene and do a quick render preview

[Tool]
{
  "name": "Scene",
  "object_count": 22,
  "objects": [
    {
      "name": "Ground",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Base",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.02
      ]
    },
    {
      "name": "Lantern_BaseRing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.01
      ]
    },
    {
      "name": "Lantern_Glass",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_TopCap",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "Lantern_TopCone",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.31
      ]
    },
    {
      "name": "Lantern_TopKnob",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Lantern_Core",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_Handle",
      "type": "CURVE",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Bar_1",
      "type": "MESH",
      "location": [
        0.08,
        0.0,
        0.16
      ]
    }
  ],
  "materials_count": 6
}

[Assistant] Let me switch to Cycles and do a quick render test to validate the materials

[Tool] Code executed successfully: Cycles set up for test render.

[Assistant] Let me refine key elements — specifically the glass material for Cycles, add a point light inside the lantern for the light pool effect, and fine-tune:

[Tool] Code executed successfully: Glass material improved for Cycles.

[Tool] Code executed successfully: Inner point light added for light pool.

[Assistant] Let me do a quick render preview to check the current state, then refine

[Tool] Code executed successfully: Test render saved to <home>\AppData\Local\Temp\lantern_test.png

[Assistant] Let me refine the materials further for a better Cycles look and add more detail:

[Tool] Code executed successfully: Glass refined for Cycles.

[Assistant] Let me convert the handle to mesh and refine things further

[Tool]
Code executed successfully: Info: None of the objects are compatible with a conversion to "Mesh"
Handle converted to mesh.
Ground scaled up.
Conversions done.

[Tool]
Code executed successfully: Handle type: CURVE
Handle material slots: 1
Ground scale: (2.0, 2.0, 1.0)
Ground location: (0.0, 0.0, 0.0)
Lantern_Bar_1: MESH, materials=1
Lantern_Bar_2: MESH, materials=1
Lantern_Bar_3: MESH, materials=1
Lantern_Bar_4: MESH, materials=1
Lantern_Bar_5: MESH, materials=1
Lantern_Bar_6: MESH, materials=1
Lantern_Base: MESH, materials=1
Lantern_BaseRing: MESH, materials=1
Lantern_BottomRing: MESH, materials=1
Lantern_Core: MESH, materials=1
Lantern_Glass: MESH, materials=1
Lantern_MidRing: MESH, materials=1
Lantern_TopCap: MESH, materials=1
Lantern_TopCone: MESH, materials=1
Lantern_TopKnob: MESH, materials=1
Lantern_TopRing: MESH, materials=1

[Assistant] The handle is still a curve - let me force the conversion and refine the composition:

[Tool]
Code executed successfully: Handle type after conversion: MESH
Done.

[Assistant] Now let me refine the ground into a nicer platform and finalize everything

[Tool] Code executed successfully: Circular platform created.

[Assistant] Let me refine the emission and do a quick render test:

[Tool]
Code executed successfully: Emission material strengthened.
Inner light boosted.

[Assistant] Let me now do a proper test render in Cycles to validate the scene:

[Tool]
Code executed successfully: Display device: sRGB
View transform: AgX
Test render saved to <home>\AppData\Local\Temp\lantern_test2.png

[Assistant] Let me refine the camera composition and check the scene more carefully:

[Tool] Code executed successfully: Camera refined.

[Assistant] Let me do another test and also refine the lighting for a better light pool on

[Tool] Code executed successfully: Test render 3 saved to <home>\AppData\Local\Temp\lantern_test3.png

[Assistant] Let me do a final check and refinement pass

[Tool]
Code executed successfully: Camera loc: (0.30000001192092896, -0.5, 0.2199999988079071)
Camera rot: [1.502304196357727, 1.2682990657708615e-08, 0.5404195189476013]
Camera lens: 45.0

Refinements applied.

[Tool] Code executed successfully: Final test render saved to <home>\AppData\Local\Temp\lantern_final_test.png

[Assistant] Let me do a final scene validation:

[Tool]
{
  "name": "Scene",
  "object_count": 23,
  "objects": [
    {
      "name": "Lantern_Base",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.02
      ]
    },
    {
      "name": "Lantern_BaseRing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.01
      ]
    },
    {
      "name": "Lantern_Glass",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_TopCap",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "Lantern_TopCone",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.31
      ]
    },
    {
      "name": "Lantern_TopKnob",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Lantern_Core",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_Handle",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Bar_1",
      "type": "MESH",
      "location": [
        0.08,
        0.0,
        0.16
      ]
    },
    {
      "name": "Lantern_Bar_2",
      "type": "MESH",
      "location": [
        0.04,
        0.07,
        0.16
      ]
    }
  ],
  "materials_count": 6
}

[Assistant] Let me verify the full object list and ensure everything is properly positioned:

[Tool]
Code executed successfully: === SCENE INVENTORY ===
Contestant_Camera         | CAMERA   | loc: (0.30, -0.50, 0.22) | mats: []
Ground                    | MESH     | loc: (0.00, 0.00, -0.01) | mats: ['Ground_Material']
Key_Light                 | LIGHT    | loc: (0.80, -0.30, 0.50) | mats: []
Lantern_Bar_1             | MESH     | loc: (0.08, 0.00, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_2             | MESH     | loc: (0.04, 0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_3             | MESH     | loc: (-0.04, 0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_4             | MESH     | loc: (-0.08, 0.00, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_5             | MESH     | loc: (-0.04, -0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_6             | MESH     | loc: (0.04, -0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Base              | MESH     | loc: (0.00, 0.00, 0.02) | mats: ['Lantern_Metal']
Lantern_BaseRing          | MESH     | loc: (0.00, 0.00, 0.01) | mats: ['Lantern_Metal']
Lantern_BottomRing        | MESH     | loc: (0.00, 0.00, 0.04) | mats: ['Lantern_Metal']
Lantern_Core              | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_CoreEmission']
Lantern_Glass             | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_Glass']
Lantern_Handle            | MESH     | loc: (0.00, 0.00, 0.00) | mats: ['Lantern_Metal']
Lantern_InnerLight        | LIGHT    | loc: (0.00, 0.00, 0.15) | mats: []
Lantern_MidRing           | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_Metal']
Lantern_TopCap            | MESH     | loc: (0.00, 0.00, 0.27) | mats: ['Lantern_Metal']
Lantern_TopCone           | MESH     | loc: (0.00, 0.00, 0.31) | mats: ['Lantern_Metal']
Lantern_TopKnob           | MESH     | loc: (0.00, 0.00, 0.34) | mats: ['Lantern_Metal']
Lantern_TopRing           | MESH     | loc: (0.00, 0.00, 0.26) | mats: ['Lantern_Metal']
Rim_Light                 | LIGHT    | loc: (-0.30, 0.70, 0.25) | mats: []
Top_Light                 | LIGHT    | loc: (0.00, 0.00, 0.70) | mats: []

=== LIGHTS ===
Key_Light: type=AREA, energy=8.0, color=(1.0, 0.8999999761581421, 0.75)
Lantern_InnerLight: type=POINT, energy=150.0, color=(1.0, 0.44999998807907104, 0.05000000074505806)
Rim_Light: type=AREA, energy=12.0, color=(0.699999988079071, 0.75, 0.8999999761581421)
Top_Light: type=AREA, energy=4.0, color=(1.0, 0.949999988079071, 0.8500000238418579)

=== CAMERA ===
Location: (0.30000001192092896, -0.5, 0.2199999988079071), Lens: 45.0mm

=== WORLD ===
World: World

=== RENDER ===
Engine: CYCLES
Samples: 64
Denoising: True

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 build this step by step - a classic camping lantern as a hero prop. Let me start by clearing the scene and constructing the geometry

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

[Assistant] Now let me build the lantern step by step. I'll start with the ground plane, base, and core structure:

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

[Tool] Code executed successfully: Basic structure created.

[Assistant] Now let me create the handle and the metal frame bars:

[Tool] Code executed successfully: Handle curve created, converting approach...

[Tool] Code executed successfully: Handle created with bevel thickness.

[Assistant] Now let me create the vertical metal frame bars around the glass:

[Tool] Code executed successfully: 6 vertical bars created.

[Assistant] Now let me create the materials - metal, glass, emission, and

[Tool] Code executed successfully: All materials created.

[Assistant] Now let me assign the materials to the objects:

[Tool] Code executed successfully: Materials assigned.

[Assistant] Now let me add some horizontal frame rings and set up the camera and lighting for the product shot:

[Tool] Code executed successfully: Frame rings added.

[Tool] Code executed successfully: World set up.

[Assistant] Now let me set up the camera and lighting:

[Tool] Code executed successfully: Camera set up.

[Tool] Code executed successfully: Camera aimed at lantern core.

[Assistant] Now let me add lighting:

[Tool] Code executed successfully: Lights set up.

[Assistant] Let me verify the scene and do a quick render preview

[Tool]
{
  "name": "Scene",
  "object_count": 22,
  "objects": [
    {
      "name": "Ground",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Base",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.02
      ]
    },
    {
      "name": "Lantern_BaseRing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.01
      ]
    },
    {
      "name": "Lantern_Glass",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_TopCap",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "Lantern_TopCone",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.31
      ]
    },
    {
      "name": "Lantern_TopKnob",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Lantern_Core",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_Handle",
      "type": "CURVE",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Bar_1",
      "type": "MESH",
      "location": [
        0.08,
        0.0,
        0.16
      ]
    }
  ],
  "materials_count": 6
}

[Assistant] Let me switch to Cycles and do a quick render test to validate the materials

[Tool] Code executed successfully: Cycles set up for test render.

[Assistant] Let me refine key elements — specifically the glass material for Cycles, add a point light inside the lantern for the light pool effect, and fine-tune:

[Tool] Code executed successfully: Glass material improved for Cycles.

[Tool] Code executed successfully: Inner point light added for light pool.

[Assistant] Let me do a quick render preview to check the current state, then refine

[Tool] Code executed successfully: Test render saved to <home>\AppData\Local\Temp\lantern_test.png

[Assistant] Let me refine the materials further for a better Cycles look and add more detail:

[Tool] Code executed successfully: Glass refined for Cycles.

[Assistant] Let me convert the handle to mesh and refine things further

[Tool]
Code executed successfully: Info: None of the objects are compatible with a conversion to "Mesh"
Handle converted to mesh.
Ground scaled up.
Conversions done.

[Tool]
Code executed successfully: Handle type: CURVE
Handle material slots: 1
Ground scale: (2.0, 2.0, 1.0)
Ground location: (0.0, 0.0, 0.0)
Lantern_Bar_1: MESH, materials=1
Lantern_Bar_2: MESH, materials=1
Lantern_Bar_3: MESH, materials=1
Lantern_Bar_4: MESH, materials=1
Lantern_Bar_5: MESH, materials=1
Lantern_Bar_6: MESH, materials=1
Lantern_Base: MESH, materials=1
Lantern_BaseRing: MESH, materials=1
Lantern_BottomRing: MESH, materials=1
Lantern_Core: MESH, materials=1
Lantern_Glass: MESH, materials=1
Lantern_MidRing: MESH, materials=1
Lantern_TopCap: MESH, materials=1
Lantern_TopCone: MESH, materials=1
Lantern_TopKnob: MESH, materials=1
Lantern_TopRing: MESH, materials=1

[Assistant] The handle is still a curve - let me force the conversion and refine the composition:

[Tool]
Code executed successfully: Handle type after conversion: MESH
Done.

[Assistant] Now let me refine the ground into a nicer platform and finalize everything

[Tool] Code executed successfully: Circular platform created.

[Assistant] Let me refine the emission and do a quick render test:

[Tool]
Code executed successfully: Emission material strengthened.
Inner light boosted.

[Assistant] Let me now do a proper test render in Cycles to validate the scene:

[Tool]
Code executed successfully: Display device: sRGB
View transform: AgX
Test render saved to <home>\AppData\Local\Temp\lantern_test2.png

[Assistant] Let me refine the camera composition and check the scene more carefully:

[Tool] Code executed successfully: Camera refined.

[Assistant] Let me do another test and also refine the lighting for a better light pool on

[Tool] Code executed successfully: Test render 3 saved to <home>\AppData\Local\Temp\lantern_test3.png

[Assistant] Let me do a final check and refinement pass

[Tool]
Code executed successfully: Camera loc: (0.30000001192092896, -0.5, 0.2199999988079071)
Camera rot: [1.502304196357727, 1.2682990657708615e-08, 0.5404195189476013]
Camera lens: 45.0

Refinements applied.

[Tool] Code executed successfully: Final test render saved to <home>\AppData\Local\Temp\lantern_final_test.png

[Assistant] Let me do a final scene validation:

[Tool]
{
  "name": "Scene",
  "object_count": 23,
  "objects": [
    {
      "name": "Lantern_Base",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.02
      ]
    },
    {
      "name": "Lantern_BaseRing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.01
      ]
    },
    {
      "name": "Lantern_Glass",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_TopCap",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "Lantern_TopCone",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.31
      ]
    },
    {
      "name": "Lantern_TopKnob",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Lantern_Core",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_Handle",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Bar_1",
      "type": "MESH",
      "location": [
        0.08,
        0.0,
        0.16
      ]
    },
    {
      "name": "Lantern_Bar_2",
      "type": "MESH",
      "location": [
        0.04,
        0.07,
        0.16
      ]
    }
  ],
  "materials_count": 6
}

[Assistant] Let me verify the full object list and ensure everything is properly positioned:

[Tool]
Code executed successfully: === SCENE INVENTORY ===
Contestant_Camera         | CAMERA   | loc: (0.30, -0.50, 0.22) | mats: []
Ground                    | MESH     | loc: (0.00, 0.00, -0.01) | mats: ['Ground_Material']
Key_Light                 | LIGHT    | loc: (0.80, -0.30, 0.50) | mats: []
Lantern_Bar_1             | MESH     | loc: (0.08, 0.00, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_2             | MESH     | loc: (0.04, 0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_3             | MESH     | loc: (-0.04, 0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_4             | MESH     | loc: (-0.08, 0.00, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_5             | MESH     | loc: (-0.04, -0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_6             | MESH     | loc: (0.04, -0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Base              | MESH     | loc: (0.00, 0.00, 0.02) | mats: ['Lantern_Metal']
Lantern_BaseRing          | MESH     | loc: (0.00, 0.00, 0.01) | mats: ['Lantern_Metal']
Lantern_BottomRing        | MESH     | loc: (0.00, 0.00, 0.04) | mats: ['Lantern_Metal']
Lantern_Core              | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_CoreEmission']
Lantern_Glass             | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_Glass']
Lantern_Handle            | MESH     | loc: (0.00, 0.00, 0.00) | mats: ['Lantern_Metal']
Lantern_InnerLight        | LIGHT    | loc: (0.00, 0.00, 0.15) | mats: []
Lantern_MidRing           | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_Metal']
Lantern_TopCap            | MESH     | loc: (0.00, 0.00, 0.27) | mats: ['Lantern_Metal']
Lantern_TopCone           | MESH     | loc: (0.00, 0.00, 0.31) | mats: ['Lantern_Metal']
Lantern_TopKnob           | MESH     | loc: (0.00, 0.00, 0.34) | mats: ['Lantern_Metal']
Lantern_TopRing           | MESH     | loc: (0.00, 0.00, 0.26) | mats: ['Lantern_Metal']
Rim_Light                 | LIGHT    | loc: (-0.30, 0.70, 0.25) | mats: []
Top_Light                 | LIGHT    | loc: (0.00, 0.00, 0.70) | mats: []

=== LIGHTS ===
Key_Light: type=AREA, energy=8.0, color=(1.0, 0.8999999761581421, 0.75)
Lantern_InnerLight: type=POINT, energy=150.0, color=(1.0, 0.44999998807907104, 0.05000000074505806)
Rim_Light: type=AREA, energy=12.0, color=(0.699999988079071, 0.75, 0.8999999761581421)
Top_Light: type=AREA, energy=4.0, color=(1.0, 0.949999988079071, 0.8500000238418579)

=== CAMERA ===
Location: (0.30000001192092896, -0.5, 0.2199999988079071), Lens: 45.0mm

=== WORLD ===
World: World

=== RENDER ===
Engine: CYCLES
Samples: 64
Denoising: True

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

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get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

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Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

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get_sketchfab_model_previewArguments

Uid

Target Size

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Text Prompt

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poll_hunyuan_job_statusArguments

Name

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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-1784087102-lTiDoelamMWXZMpAozEJ","object":"chat.completion","created":1784087102,"model":"deepseek/deepseek-v4-pro","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":"Let me make one final refinement pass to ensure everything is","refusal":null,"reasoning":"The scene looks good. Let me review what I have:\n\n1. **Metal frame**: Lantern_Base, Lantern_BaseRing, Lantern_TopCap, Lantern_TopCone, Lantern_TopKnob, 6 vertical bars, 3 horizontal rings, handle - all with Lantern_Metal material\n2. **Glass enclosure**: Lantern_Glass with Lantern_Glass material (transmissive)\n3. **Warm glowing core**: Lantern_Core with Lantern_CoreEmission material, plus Lantern_InnerLight point light\n4. **Ground**: Circular platform with dark material\n5. **Handle**: Carry handle on top\n6. **Lighting**: Key, rim, top lights + inner point light\n7. **Camera**: Product shot angle at 45mm\n8. **Dark backdrop**: Dark world material\n\nHowever, I need to double-check a few things:\n- The handle seems to be at (0,0,0) which is at ground level. Let me check - actually the curve was created with points at z=0.28 to z=0.42, but the curve itself is at origin. Wait, the bezier points were set in local coordinates. Let me check if the handle is properly positioned...\n\nThe handle was created as a curve at location (0,0,0), but its bezier points have Z coordinates 0.28-0.42, which should be fine since they're in local space.\n\nActually wait, I need to double check - when I created the handle curve, I set the location to (0,0,0) and the bezier points have co at z heights 0.28 and 0.42. Those are in local space since the curve is at origin. So the handle should appear at the right height. \n\nLet me also make sure the ground platform is large enough to catch the light pool, and verify the overall composition will render well.\n\nI think the scene is complete. Let me make a final adjustment to ensure the ground catches the light pool nicely, and then I'm done.","tool_calls":[{"type":"function","index":0,"id":"call_b1252154a7714e3a90bcf256","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\n\\n# --- Final adjustments ---\\n\\n# Make sure the ground catches the light pool\\nground = bpy.data.objects.get(\\\"Ground\\\")\\nif ground:\\n    # Ensure it's large enough to catch light pool\\n    ground.scale = (1.0, 1.0, 1.0)\\n    # Make it wider\\n    bpy.context.view_layer.objects.active = ground\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    bpy.ops.mesh.select_all(action='SELECT')\\n    bpy.ops.transform.resize(value=(1.8, 1.8, 1.0))\\n    bpy.ops.object.mode_set(mode='OBJECT')\\n\\n# Set up final render settings matching benchmark\\nbpy.context.scene.render.engine = 'CYCLES'\\nbpy.context.scene.cycles.samples = 64\\nbpy.context.scene.render.resolution_x = 1536\\nbpy.context.scene.render.resolution_y = 1536\\nbpy.context.scene.cycles.use_denoising = True\\n\\n# Ensure proper color management\\nbpy.context.scene.view_settings.view_transform = 'AgX'\\nbpy.context.scene.view_settings.look = 'AgX - Medium High Contrast'\\n\\nprint(\\\"Final adjustments complete.\\\")\\nprint(f\\\"Render resolution: {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\\\")\\nprint(f\\\"Samples: {bpy.context.scene.cycles.samples}\\\")\", \"user_prompt\": \"Final adjustments for the camping lantern hero prop\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"The scene looks good. Let me review what I have:\n\n1. **Metal frame**: Lantern_Base, Lantern_BaseRing, Lantern_TopCap, Lantern_TopCone, Lantern_TopKnob, 6 vertical bars, 3 horizontal rings, handle - all with Lantern_Metal material\n2. **Glass enclosure**: Lantern_Glass with Lantern_Glass material (transmissive)\n3. **Warm glowing core**: Lantern_Core with Lantern_CoreEmission material, plus Lantern_InnerLight point light\n4. **Ground**: Circular platform with dark material\n5. **Handle**: Carry handle on top\n6. **Lighting**: Key, rim, top lights + inner point light\n7. **Camera**: Product shot angle at 45mm\n8. **Dark backdrop**: Dark world material\n\nHowever, I need to double-check a few things:\n- The handle seems to be at (0,0,0) which is at ground level. Let me check - actually the curve was created with points at z=0.28 to z=0.42, but the curve itself is at origin. Wait, the bezier points were set in local coordinates. Let me check if the handle is properly positioned...\n\nThe handle was created as a curve at location (0,0,0), but its bezier points have Z coordinates 0.28-0.42, which should be fine since they're in local space.\n\nActually wait, I need to double check - when I created the handle curve, I set the location to (0,0,0) and the bezier points have co at z heights 0.28 and 0.42. Those are in local space since the curve is at origin. So the handle should appear at the right height. \n\nLet me also make sure the ground platform is large enough to catch the light pool, and verify the overall composition will render well.\n\nI think the scene is complete. Let me make a final adjustment to ensure the ground catches the light pool nicely, and then I'm done.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":19130,"completion_tokens":831,"total_tokens":19961,"cost":0.0034490512,"is_byok":false,"prompt_tokens_details":{"cached_tokens":17408,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0034490512,"upstream_inference_prompt_cost":0.0022633804,"upstream_inference_completions_cost":0.0011856708},"completion_tokens_details":{"reasoning_tokens":435,"image_tokens":0,"audio_tokens":0}}}

Let me make one final refinement pass to ensure everything is

import bpy

# --- Final adjustments ---

# Make sure the ground catches the light pool
ground = bpy.data.objects.get("Ground")
if ground:
    # Ensure it's large enough to catch light pool
    ground.scale = (1.0, 1.0, 1.0)
    # Make it wider
    bpy.context.view_layer.objects.active = ground
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.transform.resize(value=(1.8, 1.8, 1.0))
    bpy.ops.object.mode_set(mode='OBJECT')

# Set up final render settings matching benchmark
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.samples = 64
bpy.context.scene.render.resolution_x = 1536
bpy.context.scene.render.resolution_y = 1536
bpy.context.scene.cycles.use_denoising = True

# Ensure proper color management
bpy.context.scene.view_settings.view_transform = 'AgX'
bpy.context.scene.view_settings.look = 'AgX - Medium High Contrast'

print("Final adjustments complete.")
print(f"Render resolution: {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}")
print(f"Samples: {bpy.context.scene.cycles.samples}")

Final adjustments for the camping lantern hero prop

{"code": "import bpy\n\n# --- Final adjustments ---\n\n# Make sure the ground catches the light pool\nground = bpy.data.objects.get(\"Ground\")\nif ground:\n    # Ensure it's large enough to catch light pool\n    ground.scale = (1.0, 1.0, 1.0)\n    # Make it wider\n    bpy.context.view_layer.objects.active = ground\n    bpy.ops.object.mode_set(mode='EDIT')\n    bpy.ops.mesh.select_all(action='SELECT')\n    bpy.ops.transform.resize(value=(1.8, 1.8, 1.0))\n    bpy.ops.object.mode_set(mode='OBJECT')\n\n# Set up final render settings matching benchmark\nbpy.context.scene.render.engine = 'CYCLES'\nbpy.context.scene.cycles.samples = 64\nbpy.context.scene.render.resolution_x = 1536\nbpy.context.scene.render.resolution_y = 1536\nbpy.context.scene.cycles.use_denoising = True\n\n# Ensure proper color management\nbpy.context.scene.view_settings.view_transform = 'AgX'\nbpy.context.scene.view_settings.look = 'AgX - Medium High Contrast'\n\nprint(\"Final adjustments complete.\")\nprint(f\"Render resolution: {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}\")\nprint(f\"Samples: {bpy.context.scene.cycles.samples}\")", "user_prompt": "Final adjustments for the camping lantern hero prop"}


Let me make one final refinement pass to ensure everything is

import bpy

# --- Final adjustments ---

# Make sure the ground catches the light pool
ground = bpy.data.objects.get("Ground")
if ground:
    # Ensure it's large enough to catch light pool
    ground.scale = (1.0, 1.0, 1.0)
    # Make it wider
    bpy.context.view_layer.objects.active = ground
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.transform.resize(value=(1.8, 1.8, 1.0))
    bpy.ops.object.mode_set(mode='OBJECT')

# Set up final render settings matching benchmark
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.samples = 64
bpy.context.scene.render.resolution_x = 1536
bpy.context.scene.render.resolution_y = 1536
bpy.context.scene.cycles.use_denoising = True

# Ensure proper color management
bpy.context.scene.view_settings.view_transform = 'AgX'
bpy.context.scene.view_settings.look = 'AgX - Medium High Contrast'

print("Final adjustments complete.")
print(f"Render resolution: {bpy.context.scene.render.resolution_x}x{bpy.context.scene.render.resolution_y}")
print(f"Samples: {bpy.context.scene.cycles.samples}")

Final adjustments for the camping lantern hero prop


Code executed successfully: Final adjustments complete.
Render resolution: 1536x1536
Samples: 64


[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 build this step by step - a classic camping lantern as a hero prop. Let me start by clearing the scene and constructing the geometry

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

[Assistant] Now let me build the lantern step by step. I'll start with the ground plane, base, and core structure:

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

[Tool] Code executed successfully: Basic structure created.

[Assistant] Now let me create the handle and the metal frame bars:

[Tool] Code executed successfully: Handle curve created, converting approach...

[Tool] Code executed successfully: Handle created with bevel thickness.

[Assistant] Now let me create the vertical metal frame bars around the glass:

[Tool] Code executed successfully: 6 vertical bars created.

[Assistant] Now let me create the materials - metal, glass, emission, and

[Tool] Code executed successfully: All materials created.

[Assistant] Now let me assign the materials to the objects:

[Tool] Code executed successfully: Materials assigned.

[Assistant] Now let me add some horizontal frame rings and set up the camera and lighting for the product shot:

[Tool] Code executed successfully: Frame rings added.

[Tool] Code executed successfully: World set up.

[Assistant] Now let me set up the camera and lighting:

[Tool] Code executed successfully: Camera set up.

[Tool] Code executed successfully: Camera aimed at lantern core.

[Assistant] Now let me add lighting:

[Tool] Code executed successfully: Lights set up.

[Assistant] Let me verify the scene and do a quick render preview

[Tool]
{
  "name": "Scene",
  "object_count": 22,
  "objects": [
    {
      "name": "Ground",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Base",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.02
      ]
    },
    {
      "name": "Lantern_BaseRing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.01
      ]
    },
    {
      "name": "Lantern_Glass",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_TopCap",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "Lantern_TopCone",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.31
      ]
    },
    {
      "name": "Lantern_TopKnob",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Lantern_Core",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_Handle",
      "type": "CURVE",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Bar_1",
      "type": "MESH",
      "location": [
        0.08,
        0.0,
        0.16
      ]
    }
  ],
  "materials_count": 6
}

[Assistant] Let me switch to Cycles and do a quick render test to validate the materials

[Tool] Code executed successfully: Cycles set up for test render.

[Assistant] Let me refine key elements — specifically the glass material for Cycles, add a point light inside the lantern for the light pool effect, and fine-tune:

[Tool] Code executed successfully: Glass material improved for Cycles.

[Tool] Code executed successfully: Inner point light added for light pool.

[Assistant] Let me do a quick render preview to check the current state, then refine

[Tool] Code executed successfully: Test render saved to <home>\AppData\Local\Temp\lantern_test.png

[Assistant] Let me refine the materials further for a better Cycles look and add more detail:

[Tool] Code executed successfully: Glass refined for Cycles.

[Assistant] Let me convert the handle to mesh and refine things further

[Tool]
Code executed successfully: Info: None of the objects are compatible with a conversion to "Mesh"
Handle converted to mesh.
Ground scaled up.
Conversions done.

[Tool]
Code executed successfully: Handle type: CURVE
Handle material slots: 1
Ground scale: (2.0, 2.0, 1.0)
Ground location: (0.0, 0.0, 0.0)
Lantern_Bar_1: MESH, materials=1
Lantern_Bar_2: MESH, materials=1
Lantern_Bar_3: MESH, materials=1
Lantern_Bar_4: MESH, materials=1
Lantern_Bar_5: MESH, materials=1
Lantern_Bar_6: MESH, materials=1
Lantern_Base: MESH, materials=1
Lantern_BaseRing: MESH, materials=1
Lantern_BottomRing: MESH, materials=1
Lantern_Core: MESH, materials=1
Lantern_Glass: MESH, materials=1
Lantern_MidRing: MESH, materials=1
Lantern_TopCap: MESH, materials=1
Lantern_TopCone: MESH, materials=1
Lantern_TopKnob: MESH, materials=1
Lantern_TopRing: MESH, materials=1

[Assistant] The handle is still a curve - let me force the conversion and refine the composition:

[Tool]
Code executed successfully: Handle type after conversion: MESH
Done.

[Assistant] Now let me refine the ground into a nicer platform and finalize everything

[Tool] Code executed successfully: Circular platform created.

[Assistant] Let me refine the emission and do a quick render test:

[Tool]
Code executed successfully: Emission material strengthened.
Inner light boosted.

[Assistant] Let me now do a proper test render in Cycles to validate the scene:

[Tool]
Code executed successfully: Display device: sRGB
View transform: AgX
Test render saved to <home>\AppData\Local\Temp\lantern_test2.png

[Assistant] Let me refine the camera composition and check the scene more carefully:

[Tool] Code executed successfully: Camera refined.

[Assistant] Let me do another test and also refine the lighting for a better light pool on

[Tool] Code executed successfully: Test render 3 saved to <home>\AppData\Local\Temp\lantern_test3.png

[Assistant] Let me do a final check and refinement pass

[Tool]
Code executed successfully: Camera loc: (0.30000001192092896, -0.5, 0.2199999988079071)
Camera rot: [1.502304196357727, 1.2682990657708615e-08, 0.5404195189476013]
Camera lens: 45.0

Refinements applied.

[Tool] Code executed successfully: Final test render saved to <home>\AppData\Local\Temp\lantern_final_test.png

[Assistant] Let me do a final scene validation:

[Tool]
{
  "name": "Scene",
  "object_count": 23,
  "objects": [
    {
      "name": "Lantern_Base",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.02
      ]
    },
    {
      "name": "Lantern_BaseRing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.01
      ]
    },
    {
      "name": "Lantern_Glass",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_TopCap",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "Lantern_TopCone",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.31
      ]
    },
    {
      "name": "Lantern_TopKnob",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Lantern_Core",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_Handle",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Bar_1",
      "type": "MESH",
      "location": [
        0.08,
        0.0,
        0.16
      ]
    },
    {
      "name": "Lantern_Bar_2",
      "type": "MESH",
      "location": [
        0.04,
        0.07,
        0.16
      ]
    }
  ],
  "materials_count": 6
}

[Assistant] Let me verify the full object list and ensure everything is properly positioned:

[Tool]
Code executed successfully: === SCENE INVENTORY ===
Contestant_Camera         | CAMERA   | loc: (0.30, -0.50, 0.22) | mats: []
Ground                    | MESH     | loc: (0.00, 0.00, -0.01) | mats: ['Ground_Material']
Key_Light                 | LIGHT    | loc: (0.80, -0.30, 0.50) | mats: []
Lantern_Bar_1             | MESH     | loc: (0.08, 0.00, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_2             | MESH     | loc: (0.04, 0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_3             | MESH     | loc: (-0.04, 0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_4             | MESH     | loc: (-0.08, 0.00, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_5             | MESH     | loc: (-0.04, -0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_6             | MESH     | loc: (0.04, -0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Base              | MESH     | loc: (0.00, 0.00, 0.02) | mats: ['Lantern_Metal']
Lantern_BaseRing          | MESH     | loc: (0.00, 0.00, 0.01) | mats: ['Lantern_Metal']
Lantern_BottomRing        | MESH     | loc: (0.00, 0.00, 0.04) | mats: ['Lantern_Metal']
Lantern_Core              | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_CoreEmission']
Lantern_Glass             | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_Glass']
Lantern_Handle            | MESH     | loc: (0.00, 0.00, 0.00) | mats: ['Lantern_Metal']
Lantern_InnerLight        | LIGHT    | loc: (0.00, 0.00, 0.15) | mats: []
Lantern_MidRing           | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_Metal']
Lantern_TopCap            | MESH     | loc: (0.00, 0.00, 0.27) | mats: ['Lantern_Metal']
Lantern_TopCone           | MESH     | loc: (0.00, 0.00, 0.31) | mats: ['Lantern_Metal']
Lantern_TopKnob           | MESH     | loc: (0.00, 0.00, 0.34) | mats: ['Lantern_Metal']
Lantern_TopRing           | MESH     | loc: (0.00, 0.00, 0.26) | mats: ['Lantern_Metal']
Rim_Light                 | LIGHT    | loc: (-0.30, 0.70, 0.25) | mats: []
Top_Light                 | LIGHT    | loc: (0.00, 0.00, 0.70) | mats: []

=== LIGHTS ===
Key_Light: type=AREA, energy=8.0, color=(1.0, 0.8999999761581421, 0.75)
Lantern_InnerLight: type=POINT, energy=150.0, color=(1.0, 0.44999998807907104, 0.05000000074505806)
Rim_Light: type=AREA, energy=12.0, color=(0.699999988079071, 0.75, 0.8999999761581421)
Top_Light: type=AREA, energy=4.0, color=(1.0, 0.949999988079071, 0.8500000238418579)

=== CAMERA ===
Location: (0.30000001192092896, -0.5, 0.2199999988079071), Lens: 45.0mm

=== WORLD ===
World: World

=== RENDER ===
Engine: CYCLES
Samples: 64
Denoising: True

[Assistant] Let me make one final refinement pass to ensure everything is

[Tool]
Code executed successfully: Final adjustments complete.
Render resolution: 1536x1536
Samples: 64

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 build this step by step - a classic camping lantern as a hero prop. Let me start by clearing the scene and constructing the geometry

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

[Assistant] Now let me build the lantern step by step. I'll start with the ground plane, base, and core structure:

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

[Tool] Code executed successfully: Basic structure created.

[Assistant] Now let me create the handle and the metal frame bars:

[Tool] Code executed successfully: Handle curve created, converting approach...

[Tool] Code executed successfully: Handle created with bevel thickness.

[Assistant] Now let me create the vertical metal frame bars around the glass:

[Tool] Code executed successfully: 6 vertical bars created.

[Assistant] Now let me create the materials - metal, glass, emission, and

[Tool] Code executed successfully: All materials created.

[Assistant] Now let me assign the materials to the objects:

[Tool] Code executed successfully: Materials assigned.

[Assistant] Now let me add some horizontal frame rings and set up the camera and lighting for the product shot:

[Tool] Code executed successfully: Frame rings added.

[Tool] Code executed successfully: World set up.

[Assistant] Now let me set up the camera and lighting:

[Tool] Code executed successfully: Camera set up.

[Tool] Code executed successfully: Camera aimed at lantern core.

[Assistant] Now let me add lighting:

[Tool] Code executed successfully: Lights set up.

[Assistant] Let me verify the scene and do a quick render preview

[Tool]
{
  "name": "Scene",
  "object_count": 22,
  "objects": [
    {
      "name": "Ground",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Base",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.02
      ]
    },
    {
      "name": "Lantern_BaseRing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.01
      ]
    },
    {
      "name": "Lantern_Glass",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_TopCap",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "Lantern_TopCone",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.31
      ]
    },
    {
      "name": "Lantern_TopKnob",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Lantern_Core",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_Handle",
      "type": "CURVE",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Bar_1",
      "type": "MESH",
      "location": [
        0.08,
        0.0,
        0.16
      ]
    }
  ],
  "materials_count": 6
}

[Assistant] Let me switch to Cycles and do a quick render test to validate the materials

[Tool] Code executed successfully: Cycles set up for test render.

[Assistant] Let me refine key elements — specifically the glass material for Cycles, add a point light inside the lantern for the light pool effect, and fine-tune:

[Tool] Code executed successfully: Glass material improved for Cycles.

[Tool] Code executed successfully: Inner point light added for light pool.

[Assistant] Let me do a quick render preview to check the current state, then refine

[Tool] Code executed successfully: Test render saved to <home>\AppData\Local\Temp\lantern_test.png

[Assistant] Let me refine the materials further for a better Cycles look and add more detail:

[Tool] Code executed successfully: Glass refined for Cycles.

[Assistant] Let me convert the handle to mesh and refine things further

[Tool]
Code executed successfully: Info: None of the objects are compatible with a conversion to "Mesh"
Handle converted to mesh.
Ground scaled up.
Conversions done.

[Tool]
Code executed successfully: Handle type: CURVE
Handle material slots: 1
Ground scale: (2.0, 2.0, 1.0)
Ground location: (0.0, 0.0, 0.0)
Lantern_Bar_1: MESH, materials=1
Lantern_Bar_2: MESH, materials=1
Lantern_Bar_3: MESH, materials=1
Lantern_Bar_4: MESH, materials=1
Lantern_Bar_5: MESH, materials=1
Lantern_Bar_6: MESH, materials=1
Lantern_Base: MESH, materials=1
Lantern_BaseRing: MESH, materials=1
Lantern_BottomRing: MESH, materials=1
Lantern_Core: MESH, materials=1
Lantern_Glass: MESH, materials=1
Lantern_MidRing: MESH, materials=1
Lantern_TopCap: MESH, materials=1
Lantern_TopCone: MESH, materials=1
Lantern_TopKnob: MESH, materials=1
Lantern_TopRing: MESH, materials=1

[Assistant] The handle is still a curve - let me force the conversion and refine the composition:

[Tool]
Code executed successfully: Handle type after conversion: MESH
Done.

[Assistant] Now let me refine the ground into a nicer platform and finalize everything

[Tool] Code executed successfully: Circular platform created.

[Assistant] Let me refine the emission and do a quick render test:

[Tool]
Code executed successfully: Emission material strengthened.
Inner light boosted.

[Assistant] Let me now do a proper test render in Cycles to validate the scene:

[Tool]
Code executed successfully: Display device: sRGB
View transform: AgX
Test render saved to <home>\AppData\Local\Temp\lantern_test2.png

[Assistant] Let me refine the camera composition and check the scene more carefully:

[Tool] Code executed successfully: Camera refined.

[Assistant] Let me do another test and also refine the lighting for a better light pool on

[Tool] Code executed successfully: Test render 3 saved to <home>\AppData\Local\Temp\lantern_test3.png

[Assistant] Let me do a final check and refinement pass

[Tool]
Code executed successfully: Camera loc: (0.30000001192092896, -0.5, 0.2199999988079071)
Camera rot: [1.502304196357727, 1.2682990657708615e-08, 0.5404195189476013]
Camera lens: 45.0

Refinements applied.

[Tool] Code executed successfully: Final test render saved to <home>\AppData\Local\Temp\lantern_final_test.png

[Assistant] Let me do a final scene validation:

[Tool]
{
  "name": "Scene",
  "object_count": 23,
  "objects": [
    {
      "name": "Lantern_Base",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.02
      ]
    },
    {
      "name": "Lantern_BaseRing",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.01
      ]
    },
    {
      "name": "Lantern_Glass",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_TopCap",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.27
      ]
    },
    {
      "name": "Lantern_TopCone",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.31
      ]
    },
    {
      "name": "Lantern_TopKnob",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.34
      ]
    },
    {
      "name": "Lantern_Core",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.15
      ]
    },
    {
      "name": "Lantern_Handle",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "Lantern_Bar_1",
      "type": "MESH",
      "location": [
        0.08,
        0.0,
        0.16
      ]
    },
    {
      "name": "Lantern_Bar_2",
      "type": "MESH",
      "location": [
        0.04,
        0.07,
        0.16
      ]
    }
  ],
  "materials_count": 6
}

[Assistant] Let me verify the full object list and ensure everything is properly positioned:

[Tool]
Code executed successfully: === SCENE INVENTORY ===
Contestant_Camera         | CAMERA   | loc: (0.30, -0.50, 0.22) | mats: []
Ground                    | MESH     | loc: (0.00, 0.00, -0.01) | mats: ['Ground_Material']
Key_Light                 | LIGHT    | loc: (0.80, -0.30, 0.50) | mats: []
Lantern_Bar_1             | MESH     | loc: (0.08, 0.00, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_2             | MESH     | loc: (0.04, 0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_3             | MESH     | loc: (-0.04, 0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_4             | MESH     | loc: (-0.08, 0.00, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_5             | MESH     | loc: (-0.04, -0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Bar_6             | MESH     | loc: (0.04, -0.07, 0.16) | mats: ['Lantern_Metal']
Lantern_Base              | MESH     | loc: (0.00, 0.00, 0.02) | mats: ['Lantern_Metal']
Lantern_BaseRing          | MESH     | loc: (0.00, 0.00, 0.01) | mats: ['Lantern_Metal']
Lantern_BottomRing        | MESH     | loc: (0.00, 0.00, 0.04) | mats: ['Lantern_Metal']
Lantern_Core              | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_CoreEmission']
Lantern_Glass             | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_Glass']
Lantern_Handle            | MESH     | loc: (0.00, 0.00, 0.00) | mats: ['Lantern_Metal']
Lantern_InnerLight        | LIGHT    | loc: (0.00, 0.00, 0.15) | mats: []
Lantern_MidRing           | MESH     | loc: (0.00, 0.00, 0.15) | mats: ['Lantern_Metal']
Lantern_TopCap            | MESH     | loc: (0.00, 0.00, 0.27) | mats: ['Lantern_Metal']
Lantern_TopCone           | MESH     | loc: (0.00, 0.00, 0.31) | mats: ['Lantern_Metal']
Lantern_TopKnob           | MESH     | loc: (0.00, 0.00, 0.34) | mats: ['Lantern_Metal']
Lantern_TopRing           | MESH     | loc: (0.00, 0.00, 0.26) | mats: ['Lantern_Metal']
Rim_Light                 | LIGHT    | loc: (-0.30, 0.70, 0.25) | mats: []
Top_Light                 | LIGHT    | loc: (0.00, 0.00, 0.70) | mats: []

=== LIGHTS ===
Key_Light: type=AREA, energy=8.0, color=(1.0, 0.8999999761581421, 0.75)
Lantern_InnerLight: type=POINT, energy=150.0, color=(1.0, 0.44999998807907104, 0.05000000074505806)
Rim_Light: type=AREA, energy=12.0, color=(0.699999988079071, 0.75, 0.8999999761581421)
Top_Light: type=AREA, energy=4.0, color=(1.0, 0.949999988079071, 0.8500000238418579)

=== CAMERA ===
Location: (0.30000001192092896, -0.5, 0.2199999988079071), Lens: 45.0mm

=== WORLD ===
World: World

=== RENDER ===
Engine: CYCLES
Samples: 64
Denoising: True

[Assistant] Let me make one final refinement pass to ensure everything is

[Tool]
Code executed successfully: Final adjustments complete.
Render resolution: 1536x1536
Samples: 64

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

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get_polyhaven_statusArguments

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User Prompt

get_sketchfab_statusArguments

Query

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Count

Downloadable

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search_sketchfab_modelsArguments

Uid

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get_sketchfab_model_previewArguments

Uid

Target Size

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download_sketchfab_modelArguments

Text Prompt

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Input Image Paths

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Request Id

poll_rodin_job_statusArguments

Name

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import_generated_assetArguments

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Text Prompt

Input Image Url

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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-1784087119-q9qZVt9zFcGylnIahJZD","object":"chat.completion","created":1784087119,"model":"deepseek/deepseek-v4-pro","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":"Let me do one final quick test render to validate everything looks right","refusal":null,"reasoning":"Let me do a quick render at lower resolution to verify the scene one more time, then I'll be done.","tool_calls":[{"type":"function","index":0,"id":"call_223778d1987e4f73931b5300","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nimport tempfile\\nimport os\\n\\n# Quick validation render\\nbpy.context.scene.render.resolution_x = 512\\nbpy.context.scene.render.resolution_y = 512\\nbpy.context.scene.cycles.samples = 32\\n\\ntmp = os.path.join(tempfile.gettempdir(), \\\"lantern_validation.png\\\")\\nbpy.context.scene.render.filepath = tmp\\nbpy.ops.render.render(write_still=True)\\n\\n# Restore final resolution\\nbpy.context.scene.render.resolution_x = 1536\\nbpy.context.scene.render.resolution_y = 1536\\nbpy.context.scene.cycles.samples = 64\\n\\nprint(f\\\"Validation render: {tmp}\\\")\\nprint(\\\"Scene ready for benchmark submission.\\\")\", \"user_prompt\": \"Final validation render for camping lantern\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Let me do a quick render at lower resolution to verify the scene one more time, then I'll be done.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":19560,"completion_tokens":265,"total_tokens":19825,"cost":0.0019437772,"is_byok":false,"prompt_tokens_details":{"cached_tokens":18944,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0019437772,"upstream_inference_prompt_cost":0.0015656752,"upstream_inference_completions_cost":0.000378102},"completion_tokens_details":{"reasoning_tokens":23,"image_tokens":0,"audio_tokens":0}}}

Let me do one final quick test render to validate everything looks right

import bpy
import tempfile
import os

# Quick validation render
bpy.context.scene.render.resolution_x = 512
bpy.context.scene.render.resolution_y = 512
bpy.context.scene.cycles.samples = 32

tmp = os.path.join(tempfile.gettempdir(), "lantern_validation.png")
bpy.context.scene.render.filepath = tmp
bpy.ops.render.render(write_still=True)

# Restore final resolution
bpy.context.scene.render.resolution_x = 1536
bpy.context.scene.render.resolution_y = 1536
bpy.context.scene.cycles.samples = 64

print(f"Validation render: {tmp}")
print("Scene ready for benchmark submission.")

Final validation render for camping lantern

{"code": "import bpy\nimport tempfile\nimport os\n\n# Quick validation render\nbpy.context.scene.render.resolution_x = 512\nbpy.context.scene.render.resolution_y = 512\nbpy.context.scene.cycles.samples = 32\n\ntmp = os.path.join(tempfile.gettempdir(), \"lantern_validation.png\")\nbpy.context.scene.render.filepath = tmp\nbpy.ops.render.render(write_still=True)\n\n# Restore final resolution\nbpy.context.scene.render.resolution_x = 1536\nbpy.context.scene.render.resolution_y = 1536\nbpy.context.scene.cycles.samples = 64\n\nprint(f\"Validation render: {tmp}\")\nprint(\"Scene ready for benchmark submission.\")", "user_prompt": "Final validation render for camping lantern"}


Let me do one final quick test render to validate everything looks right

import bpy
import tempfile
import os

# Quick validation render
bpy.context.scene.render.resolution_x = 512
bpy.context.scene.render.resolution_y = 512
bpy.context.scene.cycles.samples = 32

tmp = os.path.join(tempfile.gettempdir(), "lantern_validation.png")
bpy.context.scene.render.filepath = tmp
bpy.ops.render.render(write_still=True)

# Restore final resolution
bpy.context.scene.render.resolution_x = 1536
bpy.context.scene.render.resolution_y = 1536
bpy.context.scene.cycles.samples = 64

print(f"Validation render: {tmp}")
print("Scene ready for benchmark submission.")

Final validation render for camping lantern


Code executed successfully: Validation render: <home>\AppData\Local\Temp\lantern_validation.png
Scene ready for benchmark submission.