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

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

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

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

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

## Harness Instructions

You are writing a single Python script for Blender 5.1 using the bpy API. The scene starts empty. Your script must build everything the user's prompt asks for.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it.

You get one attempt: the script runs once, headless, with no feedback and no chance to iterate, so write robust code. Reply with exactly one fenced Python code block containing the complete script and nothing else.


## 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>


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

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

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

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

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

## Harness Instructions

You are writing a single Python script for Blender 5.1 using the bpy API. The scene starts empty. Your script must build everything the user's prompt asks for.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it.

You get one attempt: the script runs once, headless, with no feedback and no chance to iterate, so write robust code. Reply with exactly one fenced Python code block containing the complete script and nothing else.

[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>

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

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

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

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

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

## Harness Instructions

You are writing a single Python script for Blender 5.1 using the bpy API. The scene starts empty. Your script must build everything the user's prompt asks for.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it.

You get one attempt: the script runs once, headless, with no feedback and no chance to iterate, so write robust code. Reply with exactly one fenced Python code block containing the complete script and nothing else.

[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>

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

```python
import bpy
import math

def setup_scene():
    # Clear existing objects
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete()

    # Setup World
    bpy.context.scene.world.use_nodes = True
    bg_node = bpy.context.scene.world.node_tree.nodes.get("Background")
    bg_node.inputs[0].default_value = (0.02, 0.02, 0.03, 1) # Dark deep blue/black

def create_material(name, color, metallic=0.0, roughness=0.5, emission=0.0):
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    nodes.clear()

    node_principled = nodes.new(type='ShaderNodeBsdfPrincipled')
    node_output = nodes.new(type='ShaderNodeOutputMaterial')

    node_principled.inputs['Base Color'].default_value = color
    node_principled.inputs['Metallic'].default_value = metallic
    node_principled.inputs['Roughness'].default_value = roughness

    if emission > 0:
        node_principled.inputs['Emission Color'].default_value = (1, 0.6, 0.2, 1)
        node_principled.inputs['Emission Strength'].default_value = emission

    mat.node_tree.links.new(node_principled.outputs['BSDF'], node_output.inputs['Surface'])
    return mat

def create_lantern():
    # Materials
    mat_metal = create_material("LanternMetal", (0.2, 0.2, 0.2, 1), metallic=1.0, roughness=0.3)
    mat_glass = create_material("LanternGlass", (0.8, 0.9, 1.0, 0.3), metallic=0.0, roughness=0.05)
    mat_glass.node_tree.nodes["Principled BSDF"].inputs['Alpha'].default_value = 0.3
    mat_glass.blend_method = 'BLEND'
    mat_glow = create_material("LanternGlow", (1, 0.6, 0.2, 1), emission=15.0)

    # Base
    bpy.ops.mesh.primitive_cylinder_add(radius=0.4, depth=0.1, location=(0, 0, 0.05))
    base = bpy.context.active_object
    base.data.materials.append(mat_metal)

    # Bottom Stem
    bpy.ops.mesh.primitive_cylinder_add(radius=0.05, depth=0.2, location=(0, 0, 0.2))
    stem = bpy.context.active_object
    stem.data.materials.append(mat_metal)

    # Main Body Base
    bpy.ops.mesh.primitive_cylinder_add(radius=0.3, depth=0.1, location=(0, 0, 0.3))
    body_base = bpy.context.active_object
    body_base.data.materials.append(mat_metal)

    # Glass Cylinder
    bpy.ops.mesh.primitive_cylinder_add(radius=0.28, depth=0.6, location=(0, 0, 0.6))
    glass = bpy.context.active_object
    glass.data.materials.append(mat_glass)
    # Shade smooth
    bpy.ops.object.shade_smooth()

    # Inner Glow Core
    bpy.ops.mesh.primitive_uv_sphere_add(radius=0.12, location=(0, 0, 0.6))
    core = bpy.context.active_object
    core.data.materials.append(mat_glow)

    # Top Cap
    bpy.ops.mesh.primitive_cylinder_add(radius=0.32, depth=0.1, location=(0, 0, 0.9))
    top = bpy.context.active_object
    top.data.materials.append(mat_metal)

    # Handle
    bpy.ops.mesh.primitive_torus_add(align='WORLD', location=(0, 0, 0.95),
                                    rotation=(0, math.radians(90), 0),
                                    major_radius=0.35, minor_radius=0.02)
    handle = bpy.context.active_object
    handle.scale = (1, 1, 0.6) # Flatten to make it a handle shape
    handle.data.materials.append(mat_metal)

    # Point Light for actual illumination
    light_data = bpy.data.lights.new(name="LanternLight", type='POINT')
    light_data.energy = 50.0
    light_data.color = (1, 0.6, 0.2)
    light_obj = bpy.data.objects.new(name="LanternLight", object_data=light_data)
    bpy.context.collection.objects.link(light_obj)
    light_obj.location = (0, 0, 0.6)

def setup_environment():
    # Ground Plane
    bpy.ops.mesh.primitive_plane_add(size=10, location=(0, 0, 0))
    ground = bpy.context.active_object
    mat_ground = create_material("Ground", (0.05, 0.05, 0.05, 1), metallic=0.0, roughness=0.8)
    ground.data.materials.append(mat_ground)

    # Camera
    bpy.ops.object.camera_add(location=(1.5, -2.0, 1.2), rotation=(math.radians(65), 0, math.radians(-45)))
    cam = bpy.context.active_object
    bpy.context.scene.camera = cam

    # Key light for rim/definition (soft blue fill)
    bpy.ops.object.light_add(type='AREA', location=(2, -2, 2))
    rim_light = bpy.context.active_object
    rim_light.data.energy = 10.0
    rim_light.data.color = (0.4, 0.5, 1.0)

setup_scene()
create_lantern()
setup_environment()

# Final Cycles adjustments
bpy.context.scene.render.engine = 'CYCLES'
if bpy.app.version >= (4, 0, 0):
    bpy.context.scene.cycles.denoising = True
    # Ensure color management is AgX or Filmic
    bpy.context.scene.view_settings.view_transform = 'AgX'
else:
    bpy.context.scene.cycles.denoising = True
    bpy.context.scene.view_settings.view_transform = 'Filmic'
```


```python
import bpy
import math

def setup_scene():
    # Clear existing objects
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete()

    # Setup World
    bpy.context.scene.world.use_nodes = True
    bg_node = bpy.context.scene.world.node_tree.nodes.get("Background")
    bg_node.inputs[0].default_value = (0.02, 0.02, 0.03, 1) # Dark deep blue/black

def create_material(name, color, metallic=0.0, roughness=0.5, emission=0.0):
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    nodes.clear()

    node_principled = nodes.new(type='ShaderNodeBsdfPrincipled')
    node_output = nodes.new(type='ShaderNodeOutputMaterial')

    node_principled.inputs['Base Color'].default_value = color
    node_principled.inputs['Metallic'].default_value = metallic
    node_principled.inputs['Roughness'].default_value = roughness

    if emission > 0:
        node_principled.inputs['Emission Color'].default_value = (1, 0.6, 0.2, 1)
        node_principled.inputs['Emission Strength'].default_value = emission

    mat.node_tree.links.new(node_principled.outputs['BSDF'], node_output.inputs['Surface'])
    return mat

def create_lantern():
    # Materials
    mat_metal = create_material("LanternMetal", (0.2, 0.2, 0.2, 1), metallic=1.0, roughness=0.3)
    mat_glass = create_material("LanternGlass", (0.8, 0.9, 1.0, 0.3), metallic=0.0, roughness=0.05)
    mat_glass.node_tree.nodes["Principled BSDF"].inputs['Alpha'].default_value = 0.3
    mat_glass.blend_method = 'BLEND'
    mat_glow = create_material("LanternGlow", (1, 0.6, 0.2, 1), emission=15.0)

    # Base
    bpy.ops.mesh.primitive_cylinder_add(radius=0.4, depth=0.1, location=(0, 0, 0.05))
    base = bpy.context.active_object
    base.data.materials.append(mat_metal)

    # Bottom Stem
    bpy.ops.mesh.primitive_cylinder_add(radius=0.05, depth=0.2, location=(0, 0, 0.2))
    stem = bpy.context.active_object
    stem.data.materials.append(mat_metal)

    # Main Body Base
    bpy.ops.mesh.primitive_cylinder_add(radius=0.3, depth=0.1, location=(0, 0, 0.3))
    body_base = bpy.context.active_object
    body_base.data.materials.append(mat_metal)

    # Glass Cylinder
    bpy.ops.mesh.primitive_cylinder_add(radius=0.28, depth=0.6, location=(0, 0, 0.6))
    glass = bpy.context.active_object
    glass.data.materials.append(mat_glass)
    # Shade smooth
    bpy.ops.object.shade_smooth()

    # Inner Glow Core
    bpy.ops.mesh.primitive_uv_sphere_add(radius=0.12, location=(0, 0, 0.6))
    core = bpy.context.active_object
    core.data.materials.append(mat_glow)

    # Top Cap
    bpy.ops.mesh.primitive_cylinder_add(radius=0.32, depth=0.1, location=(0, 0, 0.9))
    top = bpy.context.active_object
    top.data.materials.append(mat_metal)

    # Handle
    bpy.ops.mesh.primitive_torus_add(align='WORLD', location=(0, 0, 0.95),
                                    rotation=(0, math.radians(90), 0),
                                    major_radius=0.35, minor_radius=0.02)
    handle = bpy.context.active_object
    handle.scale = (1, 1, 0.6) # Flatten to make it a handle shape
    handle.data.materials.append(mat_metal)

    # Point Light for actual illumination
    light_data = bpy.data.lights.new(name="LanternLight", type='POINT')
    light_data.energy = 50.0
    light_data.color = (1, 0.6, 0.2)
    light_obj = bpy.data.objects.new(name="LanternLight", object_data=light_data)
    bpy.context.collection.objects.link(light_obj)
    light_obj.location = (0, 0, 0.6)

def setup_environment():
    # Ground Plane
    bpy.ops.mesh.primitive_plane_add(size=10, location=(0, 0, 0))
    ground = bpy.context.active_object
    mat_ground = create_material("Ground", (0.05, 0.05, 0.05, 1), metallic=0.0, roughness=0.8)
    ground.data.materials.append(mat_ground)

    # Camera
    bpy.ops.object.camera_add(location=(1.5, -2.0, 1.2), rotation=(math.radians(65), 0, math.radians(-45)))
    cam = bpy.context.active_object
    bpy.context.scene.camera = cam

    # Key light for rim/definition (soft blue fill)
    bpy.ops.object.light_add(type='AREA', location=(2, -2, 2))
    rim_light = bpy.context.active_object
    rim_light.data.energy = 10.0
    rim_light.data.color = (0.4, 0.5, 1.0)

setup_scene()
create_lantern()
setup_environment()

# Final Cycles adjustments
bpy.context.scene.render.engine = 'CYCLES'
if bpy.app.version >= (4, 0, 0):
    bpy.context.scene.cycles.denoising = True
    # Ensure color management is AgX or Filmic
    bpy.context.scene.view_settings.view_transform = 'AgX'
else:
    bpy.context.scene.cycles.denoising = True
    bpy.context.scene.view_settings.view_transform = 'Filmic'
```