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.


type: user

text:
## 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>

provider: openrouter

method: POST

accept-encoding: gzip, deflate

connection: keep-alive

authorization: [REDACTED]

content-type: application/json

[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>

effort: low

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

body:
: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

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: OPENROUTER PROCESSING

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: OPENROUTER PROCESSING

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: OPENROUTER PROCESSING

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: OPENROUTER PROCESSING

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: OPENROUTER PROCESSING

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: OPENROUTER PROCESSING

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: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

: OPENROUTER PROCESSING

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data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"esh.primitive_cone_add(radius1=0.5, radius2=0.05, depth=0.35, location=(0,0,1.72))\ndome = bpy","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":".context.object\ndome.data.materials.append(mat_brass)\n\n# Small vent knob on top\nbpy.ops.mesh.prim","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"itive_uv_sphere_add(radius=0.06, location=(0,0,1.93))\nknob = bpy.context.object\nknob.data.materials.append(mat_brass)\n\n#","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":" Handle - torus arc simulated with a bent curve converted to m","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"esh\nbpy.ops.curve.primitive_bezier_circle_add(radius=0.45, location=","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"(0,0,2.35))\nhandle_curve = bpy.context.object\nhandle_curve.name = \"HandleCurve\"\n# Squash into","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":" an arc (half loop) by scaling and deleting half via edit not trivial;\n# use sim","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"ple torus segment approach instead: build with curve bevel, sc","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"ale to arc shape\nhandle_curve.scale = (1.0, 0.55, 0.35)\nhandle_curve.","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"data.bevel_depth = 0.025\nhandle_curve.data.fill_mode = 'FULL'\nhandle_curve.data.materials.append(mat_met","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"al)\nbpy.ops.object.convert(target='MESH')\n\n# Small vertical hand","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"le mounts connecting handle to top cap\nfor sx in (-0.42","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":", 0.42):\n    bpy.ops.mesh.primitive_cylinder_add(radius=0.025, depth=0.35, location=(sx, 0, 1.75))\n    ","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"mount = bpy.context.object\n    mount.data.materials.append(mat_metal)\n\n# ---------- Ground ----------\nbpy.ops.mesh.primitive_plane_add(size=20","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":", location=(0,0,0))\nground = bpy.context.object\nground.name = \"Ground\"\nground.data.materials.append(mat_ground)\n\n# ---------- Ligh","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"ting ----------\n# Point light inside for glow pass (in addition to emission)","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"\ncore_light = bpy.data.lights.new(\"CoreLight\", type='POINT')\ncore_light.energ","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"y = 120\ncore_light.color = (1.0, 0.55, 0.22)\ncore_light.shadow_soft_","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"size = 0.15\ncore_light_obj = bpy.data.objects.new(\"CoreLightObj\", core_light)\ncore_light_obj.location = (0,0,0.85","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":")\nbpy.context.collection.objects.link(core_light_obj)\n\n# Rim/key light - cool, dim, from","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

: OPENROUTER PROCESSING

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data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"y = 60\nrim.color = (0.5, 0.6, 0.9)\nrim.size = 2.0\nrim_obj = bpy.data.","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"objects.new(\"RimLightObj\", rim)\nrim_obj.location = (-2.5, -3.0, 2.5)\nrim_obj.rotation_euler = (math.radians(55","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"), 0, math.radians(30))\nbpy.context.collection.objects.link(rim_obj)\n\n# Subtle fill from front to keep glass","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":" details visible, kept dim for dark backdrop\nfill = bpy.data.lights.new(\"FillLight\", type='A","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"REA')\nfill.energy = 15\nfill.color = (0.8, 0.85, 1.0)\nfill.size = 1.5\nfill_obj = b","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"py.data.objects.new(\"FillLightObj\", fill)\nfill_obj.location = (2.5, -2.0, 1.8)\nfill_obj.rotation","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"_euler = (math.radians(60), 0, math.radians(-40))\nbpy.context.collection.objects.link(fill_obj)\n\n# ---------- World","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":" (dark backdrop) ----------\nworld = bpy.data.worlds.new(\"World\")\nscene.world = world\nworld.use_nodes = True","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"\nbg = world.node_tree.nodes[\"Background\"]\nbg.inputs[\"Color\"].default_value = (0.008, 0.008, 0.012, 1.0)\nbg.inputs[\"","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"Strength\"].default_value = 1.0\n\n# ---------- Camera ----------\ncam_data = bpy.data.cameras.new(\"Camera\")\ncam_data.lens = 50\ncam","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"_obj = bpy.data.objects.new(\"Camera\", cam_data)\ncam_obj.location = (2.6, -3.3, 1.55","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":")\nbpy.context.collection.objects.link(cam_obj)\nscene.camera = cam_obj\n\n# Point camera at lantern (approx center at z=1.0","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":")\ndirection = (0,0,1.0)\nimport mathutils\nloc = m","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"athutils.Vector(cam_obj.location)\ntarget = mathutils.Vector(direction)\ndirvec = target","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":" - loc\nrot_quat = dirvec.to_track_quat('-Z', 'Y')\ncam_obj.r","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

: OPENROUTER PROCESSING

data: {"id":"gen-1784473802-NbFMttB3knzSe2Kh2w66","object":"chat.completion.chunk","created":1784473802,"model":"anthropic/claude-sonnet-5","provider":"Amazon Bedrock","choices":[{"index":0,"delta":{"content":"otation_euler = rot_quat.to_euler()\n\n# Depth of field for product-shot feel\ncam_data.d","role":"assistant"},"finish_reason":null,"native_finish_reason":null}]}

: OPENROUTER PROCESSING

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data: [DONE]

text:
```python
import bpy, math

# ---------- Cleanup ----------
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)
for coll in list(bpy.data.collections):
    if coll.name != "Scene Collection":
        bpy.data.collections.remove(coll)

scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.samples = 128
scene.render.resolution_x = 1536
scene.render.resolution_y = 1536
scene.view_settings.view_transform = 'AgX'
scene.view_settings.look = 'Medium High Contrast'

# ---------- Materials ----------
def new_mat(name):
    m = bpy.data.materials.new(name)
    m.use_nodes = True
    return m

# Metal (dark brushed steel)
mat_metal = new_mat("LanternMetal")
nt = mat_metal.node_tree
bsdf = nt.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.05, 0.045, 0.04, 1.0)
bsdf.inputs["Metallic"].default_value = 1.0
bsdf.inputs["Roughness"].default_value = 0.35

# Brass accents
mat_brass = new_mat("LanternBrass")
nt = mat_brass.node_tree
bsdf = nt.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.55, 0.35, 0.12, 1.0)
bsdf.inputs["Metallic"].default_value = 1.0
bsdf.inputs["Roughness"].default_value = 0.25

# Glass
mat_glass = new_mat("LanternGlass")
nt = mat_glass.node_tree
bsdf = nt.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.9, 0.95, 1.0, 1.0)
bsdf.inputs["Roughness"].default_value = 0.05
bsdf.inputs["Transmission Weight"].default_value = 1.0
bsdf.inputs["IOR"].default_value = 1.45

# Emissive core (warm glow)
mat_core = new_mat("LanternCore")
nt = mat_core.node_tree
bsdf = nt.nodes["Principled BSDF"]
nt.nodes.remove(bsdf)
emit = nt.nodes.new("ShaderNodeEmission")
emit.inputs["Color"].default_value = (1.0, 0.62, 0.28, 1.0)
emit.inputs["Strength"].default_value = 45.0
out = nt.nodes["Material Output"]
nt.links.new(emit.outputs["Emission"], out.inputs["Surface"])

# Ground material
mat_ground = new_mat("Ground")
nt = mat_ground.node_tree
bsdf = nt.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.02, 0.02, 0.025, 1.0)
bsdf.inputs["Roughness"].default_value = 0.6

# ---------- Lantern Geometry ----------
# Base
bpy.ops.mesh.primitive_cylinder_add(radius=0.55, depth=0.18, location=(0,0,0.09))
base = bpy.context.object
base.name = "Base"
base.data.materials.append(mat_metal)

# Base ring detail (slight bevel look via extra cylinder)
bpy.ops.mesh.primitive_cylinder_add(radius=0.6, depth=0.05, location=(0,0,0.02))
base_ring = bpy.context.object
base_ring.data.materials.append(mat_brass)

# Vertical support rods (4) connecting base to top cap
rod_positions = []
n_rods = 4
rod_radius = 0.5
for i in range(n_rods):
    ang = i * (2*math.pi/n_rods) + math.pi/4
    x = rod_radius * math.cos(ang)
    y = rod_radius * math.sin(ang)
    bpy.ops.mesh.primitive_cylinder_add(radius=0.03, depth=1.35, location=(x, y, 0.85))
    rod = bpy.context.object
    rod.data.materials.append(mat_metal)
    rod_positions.append((x,y))

# Glass enclosure (cylinder, mostly transparent)
bpy.ops.mesh.primitive_cylinder_add(radius=0.48, depth=1.25, location=(0,0,0.85))
glass = bpy.context.object
glass.name = "Glass"
glass.data.materials.append(mat_glass)

# Glowing core (fuel canister / flame simulation)
bpy.ops.mesh.primitive_cylinder_add(radius=0.14, depth=0.55, location=(0,0,0.5))
core_body = bpy.context.object
core_body.data.materials.append(mat_core)

bpy.ops.mesh.primitive_ico_sphere_add(radius=0.12, subdivisions=2, location=(0,0,0.85))
core_flame = bpy.context.object
core_flame.scale = (0.8, 0.8, 1.4)
core_flame.data.materials.append(mat_core)

# Top cap (below dome)
bpy.ops.mesh.primitive_cylinder_add(radius=0.58, depth=0.08, location=(0,0,1.52))
top_cap = bpy.context.object
top_cap.data.materials.append(mat_metal)

# Dome top
bpy.ops.mesh.primitive_cone_add(radius1=0.5, radius2=0.05, depth=0.35, location=(0,0,1.72))
dome = bpy.context.object
dome.data.materials.append(mat_brass)

# Small vent knob on top
bpy.ops.mesh.primitive_uv_sphere_add(radius=0.06, location=(0,0,1.93))
knob = bpy.context.object
knob.data.materials.append(mat_brass)

# Handle - torus arc simulated with a bent curve converted to mesh
bpy.ops.curve.primitive_bezier_circle_add(radius=0.45, location=(0,0,2.35))
handle_curve = bpy.context.object
handle_curve.name = "HandleCurve"
# Squash into an arc (half loop) by scaling and deleting half via edit not trivial;
# use simple torus segment approach instead: build with curve bevel, scale to arc shape
handle_curve.scale = (1.0, 0.55, 0.35)
handle_curve.data.bevel_depth = 0.025
handle_curve.data.fill_mode = 'FULL'
handle_curve.data.materials.append(mat_metal)
bpy.ops.object.convert(target='MESH')

# Small vertical handle mounts connecting handle to top cap
for sx in (-0.42, 0.42):
    bpy.ops.mesh.primitive_cylinder_add(radius=0.025, depth=0.35, location=(sx, 0, 1.75))
    mount = bpy.context.object
    mount.data.materials.append(mat_metal)

# ---------- Ground ----------
bpy.ops.mesh.primitive_plane_add(size=20, location=(0,0,0))
ground = bpy.context.object
ground.name = "Ground"
ground.data.materials.append(mat_ground)

# ---------- Lighting ----------
# Point light inside for glow pass (in addition to emission)
core_light = bpy.data.lights.new("CoreLight", type='POINT')
core_light.energy = 120
core_light.color = (1.0, 0.55, 0.22)
core_light.shadow_soft_size = 0.15
core_light_obj = bpy.data.objects.new("CoreLightObj", core_light)
core_light_obj.location = (0,0,0.85)
bpy.context.collection.objects.link(core_light_obj)

# Rim/key light - cool, dim, from behind-side for drama
rim = bpy.data.lights.new("RimLight", type='AREA')
rim.energy = 60
rim.color = (0.5, 0.6, 0.9)
rim.size = 2.0
rim_obj = bpy.data.objects.new("RimLightObj", rim)
rim_obj.location = (-2.5, -3.0, 2.5)
rim_obj.rotation_euler = (math.radians(55), 0, math.radians(30))
bpy.context.collection.objects.link(rim_obj)

# Subtle fill from front to keep glass details visible, kept dim for dark backdrop
fill = bpy.data.lights.new("FillLight", type='AREA')
fill.energy = 15
fill.color = (0.8, 0.85, 1.0)
fill.size = 1.5
fill_obj = bpy.data.objects.new("FillLightObj", fill)
fill_obj.location = (2.5, -2.0, 1.8)
fill_obj.rotation_euler = (math.radians(60), 0, math.radians(-40))
bpy.context.collection.objects.link(fill_obj)

# ---------- World (dark backdrop) ----------
world = bpy.data.worlds.new("World")
scene.world = world
world.use_nodes = True
bg = world.node_tree.nodes["Background"]
bg.inputs["Color"].default_value = (0.008, 0.008, 0.012, 1.0)
bg.inputs["Strength"].default_value = 1.0

# ---------- Camera ----------
cam_data = bpy.data.cameras.new("Camera")
cam_data.lens = 50
cam_obj = bpy.data.objects.new("Camera", cam_data)
cam_obj.location = (2.6, -3.3, 1.55)
bpy.context.collection.objects.link(cam_obj)
scene.camera = cam_obj

# Point camera at lantern (approx center at z=1.0)
direction = (0,0,1.0)
import mathutils
loc = mathutils.Vector(cam_obj.location)
target = mathutils.Vector(direction)
dirvec = target - loc
rot_quat = dirvec.to_track_quat('-Z', 'Y')
cam_obj.rotation_euler = rot_quat.to_euler()

# Depth of field for product-shot feel
cam_data.dof.use_dof = True
cam_data.dof.focus_distance = (loc - mathutils.Vector((0,0,0.85))).length
cam_data.dof.aperture_fstop = 2.8

# ---------- Save ----------
bpy.ops.wm.save_as_mainfile(filepath="/tmp/lantern_scene.blend")
```


type: assistant

text:
```python
import bpy, math

# ---------- Cleanup ----------
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)
for coll in list(bpy.data.collections):
    if coll.name != "Scene Collection":
        bpy.data.collections.remove(coll)

scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.samples = 128
scene.render.resolution_x = 1536
scene.render.resolution_y = 1536
scene.view_settings.view_transform = 'AgX'
scene.view_settings.look = 'Medium High Contrast'

# ---------- Materials ----------
def new_mat(name):
    m = bpy.data.materials.new(name)
    m.use_nodes = True
    return m

# Metal (dark brushed steel)
mat_metal = new_mat("LanternMetal")
nt = mat_metal.node_tree
bsdf = nt.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.05, 0.045, 0.04, 1.0)
bsdf.inputs["Metallic"].default_value = 1.0
bsdf.inputs["Roughness"].default_value = 0.35

# Brass accents
mat_brass = new_mat("LanternBrass")
nt = mat_brass.node_tree
bsdf = nt.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.55, 0.35, 0.12, 1.0)
bsdf.inputs["Metallic"].default_value = 1.0
bsdf.inputs["Roughness"].default_value = 0.25

# Glass
mat_glass = new_mat("LanternGlass")
nt = mat_glass.node_tree
bsdf = nt.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.9, 0.95, 1.0, 1.0)
bsdf.inputs["Roughness"].default_value = 0.05
bsdf.inputs["Transmission Weight"].default_value = 1.0
bsdf.inputs["IOR"].default_value = 1.45

# Emissive core (warm glow)
mat_core = new_mat("LanternCore")
nt = mat_core.node_tree
bsdf = nt.nodes["Principled BSDF"]
nt.nodes.remove(bsdf)
emit = nt.nodes.new("ShaderNodeEmission")
emit.inputs["Color"].default_value = (1.0, 0.62, 0.28, 1.0)
emit.inputs["Strength"].default_value = 45.0
out = nt.nodes["Material Output"]
nt.links.new(emit.outputs["Emission"], out.inputs["Surface"])

# Ground material
mat_ground = new_mat("Ground")
nt = mat_ground.node_tree
bsdf = nt.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.02, 0.02, 0.025, 1.0)
bsdf.inputs["Roughness"].default_value = 0.6

# ---------- Lantern Geometry ----------
# Base
bpy.ops.mesh.primitive_cylinder_add(radius=0.55, depth=0.18, location=(0,0,0.09))
base = bpy.context.object
base.name = "Base"
base.data.materials.append(mat_metal)

# Base ring detail (slight bevel look via extra cylinder)
bpy.ops.mesh.primitive_cylinder_add(radius=0.6, depth=0.05, location=(0,0,0.02))
base_ring = bpy.context.object
base_ring.data.materials.append(mat_brass)

# Vertical support rods (4) connecting base to top cap
rod_positions = []
n_rods = 4
rod_radius = 0.5
for i in range(n_rods):
    ang = i * (2*math.pi/n_rods) + math.pi/4
    x = rod_radius * math.cos(ang)
    y = rod_radius * math.sin(ang)
    bpy.ops.mesh.primitive_cylinder_add(radius=0.03, depth=1.35, location=(x, y, 0.85))
    rod = bpy.context.object
    rod.data.materials.append(mat_metal)
    rod_positions.append((x,y))

# Glass enclosure (cylinder, mostly transparent)
bpy.ops.mesh.primitive_cylinder_add(radius=0.48, depth=1.25, location=(0,0,0.85))
glass = bpy.context.object
glass.name = "Glass"
glass.data.materials.append(mat_glass)

# Glowing core (fuel canister / flame simulation)
bpy.ops.mesh.primitive_cylinder_add(radius=0.14, depth=0.55, location=(0,0,0.5))
core_body = bpy.context.object
core_body.data.materials.append(mat_core)

bpy.ops.mesh.primitive_ico_sphere_add(radius=0.12, subdivisions=2, location=(0,0,0.85))
core_flame = bpy.context.object
core_flame.scale = (0.8, 0.8, 1.4)
core_flame.data.materials.append(mat_core)

# Top cap (below dome)
bpy.ops.mesh.primitive_cylinder_add(radius=0.58, depth=0.08, location=(0,0,1.52))
top_cap = bpy.context.object
top_cap.data.materials.append(mat_metal)

# Dome top
bpy.ops.mesh.primitive_cone_add(radius1=0.5, radius2=0.05, depth=0.35, location=(0,0,1.72))
dome = bpy.context.object
dome.data.materials.append(mat_brass)

# Small vent knob on top
bpy.ops.mesh.primitive_uv_sphere_add(radius=0.06, location=(0,0,1.93))
knob = bpy.context.object
knob.data.materials.append(mat_brass)

# Handle - torus arc simulated with a bent curve converted to mesh
bpy.ops.curve.primitive_bezier_circle_add(radius=0.45, location=(0,0,2.35))
handle_curve = bpy.context.object
handle_curve.name = "HandleCurve"
# Squash into an arc (half loop) by scaling and deleting half via edit not trivial;
# use simple torus segment approach instead: build with curve bevel, scale to arc shape
handle_curve.scale = (1.0, 0.55, 0.35)
handle_curve.data.bevel_depth = 0.025
handle_curve.data.fill_mode = 'FULL'
handle_curve.data.materials.append(mat_metal)
bpy.ops.object.convert(target='MESH')

# Small vertical handle mounts connecting handle to top cap
for sx in (-0.42, 0.42):
    bpy.ops.mesh.primitive_cylinder_add(radius=0.025, depth=0.35, location=(sx, 0, 1.75))
    mount = bpy.context.object
    mount.data.materials.append(mat_metal)

# ---------- Ground ----------
bpy.ops.mesh.primitive_plane_add(size=20, location=(0,0,0))
ground = bpy.context.object
ground.name = "Ground"
ground.data.materials.append(mat_ground)

# ---------- Lighting ----------
# Point light inside for glow pass (in addition to emission)
core_light = bpy.data.lights.new("CoreLight", type='POINT')
core_light.energy = 120
core_light.color = (1.0, 0.55, 0.22)
core_light.shadow_soft_size = 0.15
core_light_obj = bpy.data.objects.new("CoreLightObj", core_light)
core_light_obj.location = (0,0,0.85)
bpy.context.collection.objects.link(core_light_obj)

# Rim/key light - cool, dim, from behind-side for drama
rim = bpy.data.lights.new("RimLight", type='AREA')
rim.energy = 60
rim.color = (0.5, 0.6, 0.9)
rim.size = 2.0
rim_obj = bpy.data.objects.new("RimLightObj", rim)
rim_obj.location = (-2.5, -3.0, 2.5)
rim_obj.rotation_euler = (math.radians(55), 0, math.radians(30))
bpy.context.collection.objects.link(rim_obj)

# Subtle fill from front to keep glass details visible, kept dim for dark backdrop
fill = bpy.data.lights.new("FillLight", type='AREA')
fill.energy = 15
fill.color = (0.8, 0.85, 1.0)
fill.size = 1.5
fill_obj = bpy.data.objects.new("FillLightObj", fill)
fill_obj.location = (2.5, -2.0, 1.8)
fill_obj.rotation_euler = (math.radians(60), 0, math.radians(-40))
bpy.context.collection.objects.link(fill_obj)

# ---------- World (dark backdrop) ----------
world = bpy.data.worlds.new("World")
scene.world = world
world.use_nodes = True
bg = world.node_tree.nodes["Background"]
bg.inputs["Color"].default_value = (0.008, 0.008, 0.012, 1.0)
bg.inputs["Strength"].default_value = 1.0

# ---------- Camera ----------
cam_data = bpy.data.cameras.new("Camera")
cam_data.lens = 50
cam_obj = bpy.data.objects.new("Camera", cam_data)
cam_obj.location = (2.6, -3.3, 1.55)
bpy.context.collection.objects.link(cam_obj)
scene.camera = cam_obj

# Point camera at lantern (approx center at z=1.0)
direction = (0,0,1.0)
import mathutils
loc = mathutils.Vector(cam_obj.location)
target = mathutils.Vector(direction)
dirvec = target - loc
rot_quat = dirvec.to_track_quat('-Z', 'Y')
cam_obj.rotation_euler = rot_quat.to_euler()

# Depth of field for product-shot feel
cam_data.dof.use_dof = True
cam_data.dof.focus_distance = (loc - mathutils.Vector((0,0,0.85))).length
cam_data.dof.aperture_fstop = 2.8

# ---------- Save ----------
bpy.ops.wm.save_as_mainfile(filepath="/tmp/lantern_scene.blend")
```