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

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

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

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

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

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.


## Task

Complete the following Blender task:

<task>

A classical still life in the Dutch Golden Age manner — dark ground, draped cloth, a shaft of warm light, objects arranged with deliberate care — except every object on the table is a monument of computer-graphics history. The twist must work in both directions: read as a museum-worthy still life at arm's length, and land as one long graphics in-joke on the second look.

The cast (required objects, all modeled in-scene — no imported meshes, no downloaded assets).
- The Utah Teapot, hero of the arrangement: the classic squat proportions with the familiar spout, handle, and lid. Give it an honest ceramic or silver-teapot material worthy of a Vermeer table.
- The Stanford Bunny, approximated: the recognizable compact crouched-rabbit silhouette with its rounded back and folded ears, at rest on the table like a sculpture. A faithful sculptural likeness of the pose is what counts, not vertex-level accuracy.
- Suzanne, Blender's own monkey head, mounted or resting as a bust among the objects — she may be the one "portrait" gazing out of the arrangement.
- A reflective checkered sphere — the ray-tracing demo classic — polished enough to catch the rest of the arrangement in its reflection.
- At least one supporting classical prop to sell the genre: fruit, a candlestick, an open book, a wine glass — pick what the composition needs.

The Cornell nod. Work the Cornell box palette into the scene's fabric: one strong red and one strong green element facing each other across the composition — draped cloths, wall panels, or book covers — with neutral white/grey between them, so the whole frame quietly becomes the box.

Materials & light. Chiaroscuro is the assignment: a single dominant warm light source (window shaft or candle) from one side, deep soft shadow elsewhere, a dark background that lets the objects emerge. Materials do the storytelling — glazed ceramic, patinated metal, velvet-dark cloth with real fold structure, polished chrome on the sphere. Everything slightly aged, nothing laboratory-clean.

Composition. A table edge in the lower frame, objects grouped in overlapping depth with the teapot commanding the arrangement, camera at the intimate slightly-elevated angle of the genre, roughly 50mm equivalent. The image should hold together as one calm, deliberate painting.

</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 operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classical still life in the Dutch Golden Age manner — dark ground, draped cloth, a shaft of warm light, objects arranged with deliberate care — except every object on the table is a monument of computer-graphics history. The twist must work in both directions: read as a museum-worthy still life at arm's length, and land as one long graphics in-joke on the second look.

The cast (required objects, all modeled in-scene — no imported meshes, no downloaded assets).
- The Utah Teapot, hero of the arrangement: the classic squat proportions with the familiar spout, handle, and lid. Give it an honest ceramic or silver-teapot material worthy of a Vermeer table.
- The Stanford Bunny, approximated: the recognizable compact crouched-rabbit silhouette with its rounded back and folded ears, at rest on the table like a sculpture. A faithful sculptural likeness of the pose is what counts, not vertex-level accuracy.
- Suzanne, Blender's own monkey head, mounted or resting as a bust among the objects — she may be the one "portrait" gazing out of the arrangement.
- A reflective checkered sphere — the ray-tracing demo classic — polished enough to catch the rest of the arrangement in its reflection.
- At least one supporting classical prop to sell the genre: fruit, a candlestick, an open book, a wine glass — pick what the composition needs.

The Cornell nod. Work the Cornell box palette into the scene's fabric: one strong red and one strong green element facing each other across the composition — draped cloths, wall panels, or book covers — with neutral white/grey between them, so the whole frame quietly becomes the box.

Materials & light. Chiaroscuro is the assignment: a single dominant warm light source (window shaft or candle) from one side, deep soft shadow elsewhere, a dark background that lets the objects emerge. Materials do the storytelling — glazed ceramic, patinated metal, velvet-dark cloth with real fold structure, polished chrome on the sphere. Everything slightly aged, nothing laboratory-clean.

Composition. A table edge in the lower frame, objects grouped in overlapping depth with the teapot commanding the arrangement, camera at the intimate slightly-elevated angle of the genre, roughly 50mm equivalent. The image should hold together as one calm, deliberate painting.

</task>

        Execute Python code in the connected Blender instance.

        The code runs in Blender's Python environment with full access to ``bpy``.
        To return data, assign a JSON-serialisable dict to a variable named ``result``.
        Deferred completion via ``check_is_finished`` is only supported by the
        interactive addon server, and is rejected in background mode.

Code

execute_blender_codeArguments

        Execute Python code in a background Blender process.

        Opens *blend_file* with ``blender --background`` and runs *code*.
        Assign a dict to ``result`` to return data.

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

        Report external file references that are missing from disk
        (images, libraries, fonts, sounds, movie clips, caches, sequences).

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

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

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

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

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

        Return a structured summary of the object identified by *name*.

        Includes type, transforms, parent, children, modifiers, constraints,
        materials, visibility, data-block name, and collections.

Name

get_object_detail_summaryArguments

        Return the scene's collection hierarchy and their objects.

        Each collection lists its objects (name, type, parent, data name,
        selection, visibility) and nested child collections.

get_objects_summaryArguments

        Return the Blender Python API docs for *identifier*, or list
        modules matching a trailing-``*`` discovery pattern.

        *identifier* should be a fully-qualified Python name (e.g.
        ``bpy.app`` or ``bpy.types.Scene.frame_current``).
        The trailing-``*`` forms are supported as discovery entry-points:

        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,
          ``mathutils``, ``gpu``, ...).
        - ``X.*`` enumerates the direct-child identifiers under the
          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).

        Both return a ``namespace`` response even when ``X.rst`` would
        otherwise resolve to ``exact``; the ``.*`` form lets an agent
        force the child listing.

        The response always carries ``kind``, ``found``, and ``identifier``.
        The remaining keys depend on ``kind``:

        - ``"exact"`` (``found=True``): ``<identifier>.rst`` was read.
          Extra keys: ``content`` (RST text), ``examples``. When the
          file exceeds 32 KB, ``content`` is replaced with a dot-point
          summary of the file's top-level definitions (prefixed by a
          header noting the truncation) and ``examples`` is empty -
          re-query individual members for their rendered blocks.
        - ``"namespace"`` (``found=True``):
          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.
          Extra key: ``submodules`` (list of child identifiers).
        - ``"definition"`` (``found=True``):
          *identifier* is defined inside a parent RST
          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).
          Extra keys: ``content`` (rendered block), ``examples``.
        - ``"partial"`` (``found=False``):
          the parent RST was located but the trailing component isn't defined in it.
          Extra keys:
          - ``parent`` the identifier whose RST was loaded.
          - ``available`` top-level definitions in that RST.
          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,
            filtered to those whose last component contains every character of the missing tail.

          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``
          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.
        - ``"suggestions"`` (``found=False``):
          no direct match, but *identifier* appears as a component of other files.
          Extra key: ``suggestions`` (list of full identifiers).
        - ``"missing"`` (``found=False``): nothing matched.

        ``examples`` (present on the ``exact`` and ``definition`` kinds)
        is a list of ``{path, content}`` entries referenced from this documentation.

Identifier

get_python_api_docsArguments

        Take a screenshot of a single Blender area and return it as a PNG image.

        *area_ui_type* matches the area's ``ui_type``.

        *size_limit_in_bytes* caps the image size in bytes.
        Zero (the default) uses the MCP message size limit.

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

        Switch to a workspace whose main area matches *space_type*.

        If *allow_edits* is True and no matching workspace exists, a new one
        is created by duplicating the current workspace.

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

        Move the 3D viewport to focus on an object by *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

        Move the 3D viewport to the object whose data block matches *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

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

Output Path

render_viewport_to_pathArguments

Full-text search over the bundled Blender Python API reference.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_api_docsArguments

Full-text search over the bundled Blender user manual.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_manual_docsArguments

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

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

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

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

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

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classical still life in the Dutch Golden Age manner — dark ground, draped cloth, a shaft of warm light, objects arranged with deliberate care — except every object on the table is a monument of computer-graphics history. The twist must work in both directions: read as a museum-worthy still life at arm's length, and land as one long graphics in-joke on the second look.

The cast (required objects, all modeled in-scene — no imported meshes, no downloaded assets).
- The Utah Teapot, hero of the arrangement: the classic squat proportions with the familiar spout, handle, and lid. Give it an honest ceramic or silver-teapot material worthy of a Vermeer table.
- The Stanford Bunny, approximated: the recognizable compact crouched-rabbit silhouette with its rounded back and folded ears, at rest on the table like a sculpture. A faithful sculptural likeness of the pose is what counts, not vertex-level accuracy.
- Suzanne, Blender's own monkey head, mounted or resting as a bust among the objects — she may be the one "portrait" gazing out of the arrangement.
- A reflective checkered sphere — the ray-tracing demo classic — polished enough to catch the rest of the arrangement in its reflection.
- At least one supporting classical prop to sell the genre: fruit, a candlestick, an open book, a wine glass — pick what the composition needs.

The Cornell nod. Work the Cornell box palette into the scene's fabric: one strong red and one strong green element facing each other across the composition — draped cloths, wall panels, or book covers — with neutral white/grey between them, so the whole frame quietly becomes the box.

Materials & light. Chiaroscuro is the assignment: a single dominant warm light source (window shaft or candle) from one side, deep soft shadow elsewhere, a dark background that lets the objects emerge. Materials do the storytelling — glazed ceramic, patinated metal, velvet-dark cloth with real fold structure, polished chrome on the sphere. Everything slightly aged, nothing laboratory-clean.

Composition. A table edge in the lower frame, objects grouped in overlapping depth with the teapot commanding the arrangement, camera at the intimate slightly-elevated angle of the genre, roughly 50mm equivalent. The image should hold together as one calm, deliberate painting.

</task>

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

get_blendfile_summary_datablocksArguments

Blend File

Blend File

Blend File

get_blendfile_summary_path_infoArguments

Blend File

get_blendfile_summary_usage_guessArguments

Blend File

Name

get_object_detail_summaryArguments

get_objects_summaryArguments

Identifier

get_python_api_docsArguments

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

Name

Allow Edits

Name

Allow Edits

Output Path

render_thumbnail_to_pathArguments

Output Path

render_viewport_to_pathArguments

Query

Max Results

Context

Index

search_api_docsArguments

Query

Max Results

Context

Index

search_manual_docsArguments

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

{"id":"gen-1784299939-2eH1flMuUUexphUDXOYZ","object":"chat.completion","created":1784299939,"model":"z-ai/glm-5.2","provider":"Novita","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"Looking at this task, I need to create a Dutch Golden Age still life with CG history monuments: Utah Teapot, Stanford Bunny, Suzanne, a reflective checkered sphere, plus a classical prop, all lit with chiaroscuro and incorporating the Cornell box palette.\n\nLet me start by checking the current scene state and planning my approach.","refusal":null,"reasoning":"Let me think about this task carefully.\n\nThis is a complex Blender still life scene that needs to:\n1. Reference the Dutch Golden Age still life painting tradition\n2. Feature CG history monuments: Utah Teapot, Stanford Bunny, Suzanne, checkered sphere\n3. Include a classical prop (fruit, candlestick, book, or wine glass)\n4. Cornell box palette nod (red and green elements facing each other, neutral white/grey between)\n5. Chiaroscuro lighting (single warm dominant light, deep shadows, dark background)\n6. Specific materials for each object\n7. Composition with table edge, overlapping depth, teapot as hero, 50mm equivalent camera\n\nLet me plan this out:\n\n**Scene setup:**\n- Dark background (maybe deep brown/black walls)\n- A table with a draped cloth\n- Cornell nod: red cloth on one side, green cloth on other, with neutral white/grey between\n\n**Objects to model:**\n1. Utah Teapot - the classic squat teapot with spout, handle, lid. Ceramic or silver material.\n2. Stanford Bunny - crouched rabbit silhouette with rounded back and folded ears\n3. Suzanne - Blender's monkey head, mounted as a bust\n4. Reflective checkered sphere - polished chrome with checkered pattern\n5. Supporting prop - I'll go with a wine glass or some fruit (lemon, grapes)\n\n**Lighting:**\n- Single warm light from one side (like a window shaft)\n- Dark background\n- Chiaroscuro effect\n\n**Camera:**\n- 50mm equivalent, slightly elevated angle\n\nLet me start by exploring the current scene state, then build this step by step.\n\nLet me begin by setting up the scene. I'll work in stages:\n\n1. First, set up the basic scene - clear default objects, set up world/background\n2. Build the table and drapery (with Cornell red/green/white palette)\n3. Model the Utah Teapot\n4. Model the Stanford Bunny\n5. Add Suzanne (built-in)\n6. Create the checkered reflective sphere\n7. Add a supporting prop (wine glass with red wine, or a lemon)\n8. Set up lighting (warm shaft of light from side)\n9. Set up camera (50mm equivalent, slightly elevated)\n10. Material tweaks and final composition\n11. Render and verify\n\nLet me start with checking the current scene state.\n\nActually, let me think about the materials more carefully:\n\n- Utah Teapot: silver or ceramic. I'll go with a pewter/silver material - that's very Dutch Golden Age.\n- Stanford Bunny: maybe a bronze or marble sculpture material\n- Suzanne: as a bust - maybe mounted on a small pedestal, bronze or marble\n- Checkered sphere: polished chrome with checkered pattern (classic ray tracing)\n- Wine glass: glass material with red wine\n- Cloth: velvet-dark with folds\n\nFor the Cornell nod:\n- Red cloth draped on one side\n- Green cloth or wall panel on the other\n- White/grey tablecloth or background between\n\nLet me think about composition:\n- Table edge in lower frame\n- Teapot as hero - center-ish, commanding\n- Objects grouped with overlapping depth\n- Slightly elevated angle\n\nLet me start building. I'll begin with a clean scene and set up the environment.\n\nLet me start coding.\n\nActually, I should plan the materials approach for the checkered sphere. A \"reflective checkered sphere\" is the classic ray tracing demo. I can do this with a checker texture on a glossy material - the checker pattern would be visible on the sphere surface and it would be reflective.\n\nLet me think about the Utah Teapot. I need to model this from scratch. The Utah teapot has:\n- A squashed sphere body\n- A spout (curved)\n- A handle (curved, like a torus segment)\n- A lid with a small knob\n\nI can model this using bezier curves and bevels, or build it from primitives. Let me think...\n\nActually, the best approach for the teapot might be to use a combination of:\n- A UV sphere squashed for the body\n- A bezier curve for the spout, beveled with a circle\n- A bezier curve for the handle, beveled with a circle\n- A smaller flattened sphere for the lid\n- A small sphere for the knob\n\nFor the Stanford Bunny, I need to approximate the silhouette. The bunny has:\n- A rounded body/back\n- A head\n- Folded ears\n- It's quite compact and crouched\n\nI could sculpt this or build it from primitives. Let me try building from primitives and then using sculpt mode or just careful modeling.\n\nActually, let me use metaballs or careful primitive combination for the bunny, then maybe sculpt a bit.\n\nLet me start with the scene setup.\n\nLet me first get the current state.\n\nI'll start with executing code to set up the scene. Let me plan the first batch of operations:\n\n1. Clear the default scene\n2. Set up render settings (Cycles, color management)\n3. Set up the world (dark background)\n\nThen I'll build the environment (table, cloths, walls), then the objects.\n\nLet me begin.\n\nActually, I realize I should be strategic about my tool calls. Each code execution can do a lot. Let me write comprehensive scripts for each stage.\n\nStage 1: Scene setup - clear defaults, set render settings, set up world\nStage 2: Build environment - table, back wall, drapery (Cornell colors)\nStage 3: Model Utah Teapot\nStage 4: Model Stanford Bunny\nStage 5: Add Suzanne as bust\nStage 6: Create checkered reflective sphere\nStage 7: Add wine glass (supporting prop)\nStage 8: Materials for everything\nStage 9: Lighting\nStage 10: Camera setup\nStage 11: Preview render and adjust\n\nLet me start.\n\nActually, let me reconsider the approach. I think I should:\n1. Build all geometry first\n2. Then do materials\n3. Then lighting and camera\n4. Then iterate on the render\n\nBut some things are easier to do together (geometry + material). Let me be pragmatic.\n\nLet me start with scene setup and environment.\n\nFor the cloth/folds, I could use a plane with subdivision and some displacement, or I could use cloth simulation. Cloth simulation might be complex to control. Let me use a subdivided plane with manual vertex manipulation or a displace modifier with a noise texture to create folds.\n\nActually, for the drapery, a good approach is:\n- Create a plane, subdivide it heavily\n- Use a Displace modifier with a noise texture for fold structure\n- Or sculpt it\n\nLet me think about what will look best and be most controllable. I think a combination of a subdivided plane with some manual shaping and a noise displacement could work. Or I could use the cloth simulator to drape a cloth over the table edge.\n\nLet me try the cloth simulation approach for the main tablecloth - it would give realistic folds. But I need to control it carefully.\n\nActually, for reliability, let me use a subdivided mesh with careful vertex manipulation and a noise modifier. This is more predictable than simulation.\n\nHmm, let me reconsider. For a Dutch still life, the cloth drapery is important. Let me use a subdivided plane and sculpt/shape it manually with code (moving vertices), plus a noise displacement for fine fold detail.\n\nLet me start coding.\n\nLet me think about the overall scene layout:\n\n- Table: a box, roughly 2m wide, 1m deep, at height ~0.75m\n- Back wall: dark, maybe 3m behind the table\n- Tablecloth: draping over the table, white/grey neutral\n- Red cloth: draped on the left side\n- Green cloth or wall panel: on the right side\n\nObjects on the table (from camera's perspective):\n- Teapot: center, slightly left, hero\n- Bunny: behind teapot, slightly right\n- Suzanne: on a small pedestal, right side\n- Checkered sphere: front left\n- Wine glass: right side, with red wine\n\nCamera: slightly elevated, ~50mm equivalent, looking at the arrangement\n\nLight: warm light from the left (window shaft), maybe a spot light or area light\n\nLet me start building.\n\nFor the first code block, let me:\n1. Clear the scene\n2. Set up Cycles render settings\n3. Set up the world background (dark)\n4. Set color management\n\nLet me go.\n\nActually, I should also think about what \"50mm equivalent\" means. On a full-frame sensor (36mm x 24mm), a 50mm lens has a horizontal FOV of about 39.6 degrees. In Blender, the default sensor size is 36mm. So I should set the camera focal length to 50mm with a 36mm sensor.\n\nLet me start with the scene setup.\n\nLet me write my first code block to set up the scene.\n\nI'll start simple and build up. Let me clear everything and set up the basics.\n\nFor this first step, let me:\n1. Delete all existing objects\n2. Set render engine to Cycles\n3. Set render resolution\n4. Set color management to Filmic\n5. Set world to dark\n\nLet me go.\n\nI think I should also plan the materials. Let me think about what shaders I'll need:\n\n1. Silver/pewter teapot: Principled BSDF, high metallic, roughness ~0.3-0.4, slightly tinted\n2. Bronze bunny: Principled BSDF, metallic, copper/bronze color\n3. Marble Suzanne: Principled BSDF, white/grey, low roughness, maybe subsurface\n4. Checkered chrome sphere: Glossy BSDF with checker texture (mix of two colors, one reflective)\n5. Wine glass: Glass BSDF\n6. Wine: dark red, slightly transparent\n7. Velvet cloth: Principled BSDF with sheen, or a velvet shader\n8. Wood table: Principled BSDF with wood texture\n9. Wall: dark, slightly textured\n\nLet me start building. I'll do the environment first.\n\nLet me write the code for scene setup and environment.\n\nI'll think about this more carefully as I go. Let me start.\n\nLet me think about the dimensions. I'll use a scale where the table is about 1.5m wide.\n\nTable: 1.5m x 0.8m, height 0.75m\nTeapot: about 0.2m tall\nBunny: about 0.15m tall\nSuzanne: default size, about 0.2m\nSphere: 0.1m radius\nWine glass: about 0.2m tall\n\nCamera: about 1.2m high, 1m back from table edge, looking at the arrangement\n\nLet me start coding now. I'll do the scene setup first.\n\nLet me think step by step about what to do first:\n\n1. Clear scene\n2. Set up render settings (Cycles, Filmic, etc.)\n3. Build the environment: table, walls, cloth\n4. Build each object\n5. Apply materials\n6. Set up lighting\n7. Set up camera\n8. Preview render and iterate\n\nLet me begin with step 1-2.","tool_calls":[{"type":"function","index":0,"id":"chatcmpl-tool-aadef2b898f113d4","function":{"name":"get_blendfile_summary_datablocks","arguments":"{}"}},{"type":"function","index":1,"id":"chatcmpl-tool-945d697d0850e4b7","function":{"name":"get_objects_summary","arguments":"{}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Let me think about this task carefully.\n\nThis is a complex Blender still life scene that needs to:\n1. Reference the Dutch Golden Age still life painting tradition\n2. Feature CG history monuments: Utah Teapot, Stanford Bunny, Suzanne, checkered sphere\n3. Include a classical prop (fruit, candlestick, book, or wine glass)\n4. Cornell box palette nod (red and green elements facing each other, neutral white/grey between)\n5. Chiaroscuro lighting (single warm dominant light, deep shadows, dark background)\n6. Specific materials for each object\n7. Composition with table edge, overlapping depth, teapot as hero, 50mm equivalent camera\n\nLet me plan this out:\n\n**Scene setup:**\n- Dark background (maybe deep brown/black walls)\n- A table with a draped cloth\n- Cornell nod: red cloth on one side, green cloth on other, with neutral white/grey between\n\n**Objects to model:**\n1. Utah Teapot - the classic squat teapot with spout, handle, lid. Ceramic or silver material.\n2. Stanford Bunny - crouched rabbit silhouette with rounded back and folded ears\n3. Suzanne - Blender's monkey head, mounted as a bust\n4. Reflective checkered sphere - polished chrome with checkered pattern\n5. Supporting prop - I'll go with a wine glass or some fruit (lemon, grapes)\n\n**Lighting:**\n- Single warm light from one side (like a window shaft)\n- Dark background\n- Chiaroscuro effect\n\n**Camera:**\n- 50mm equivalent, slightly elevated angle\n\nLet me start by exploring the current scene state, then build this step by step.\n\nLet me begin by setting up the scene. I'll work in stages:\n\n1. First, set up the basic scene - clear default objects, set up world/background\n2. Build the table and drapery (with Cornell red/green/white palette)\n3. Model the Utah Teapot\n4. Model the Stanford Bunny\n5. Add Suzanne (built-in)\n6. Create the checkered reflective sphere\n7. Add a supporting prop (wine glass with red wine, or a lemon)\n8. Set up lighting (warm shaft of light from side)\n9. Set up camera (50mm equivalent, slightly elevated)\n10. Material tweaks and final composition\n11. Render and verify\n\nLet me start with checking the current scene state.\n\nActually, let me think about the materials more carefully:\n\n- Utah Teapot: silver or ceramic. I'll go with a pewter/silver material - that's very Dutch Golden Age.\n- Stanford Bunny: maybe a bronze or marble sculpture material\n- Suzanne: as a bust - maybe mounted on a small pedestal, bronze or marble\n- Checkered sphere: polished chrome with checkered pattern (classic ray tracing)\n- Wine glass: glass material with red wine\n- Cloth: velvet-dark with folds\n\nFor the Cornell nod:\n- Red cloth draped on one side\n- Green cloth or wall panel on the other\n- White/grey tablecloth or background between\n\nLet me think about composition:\n- Table edge in lower frame\n- Teapot as hero - center-ish, commanding\n- Objects grouped with overlapping depth\n- Slightly elevated angle\n\nLet me start building. I'll begin with a clean scene and set up the environment.\n\nLet me start coding.\n\nActually, I should plan the materials approach for the checkered sphere. A \"reflective checkered sphere\" is the classic ray tracing demo. I can do this with a checker texture on a glossy material - the checker pattern would be visible on the sphere surface and it would be reflective.\n\nLet me think about the Utah Teapot. I need to model this from scratch. The Utah teapot has:\n- A squashed sphere body\n- A spout (curved)\n- A handle (curved, like a torus segment)\n- A lid with a small knob\n\nI can model this using bezier curves and bevels, or build it from primitives. Let me think...\n\nActually, the best approach for the teapot might be to use a combination of:\n- A UV sphere squashed for the body\n- A bezier curve for the spout, beveled with a circle\n- A bezier curve for the handle, beveled with a circle\n- A smaller flattened sphere for the lid\n- A small sphere for the knob\n\nFor the Stanford Bunny, I need to approximate the silhouette. The bunny has:\n- A rounded body/back\n- A head\n- Folded ears\n- It's quite compact and crouched\n\nI could sculpt this or build it from primitives. Let me try building from primitives and then using sculpt mode or just careful modeling.\n\nActually, let me use metaballs or careful primitive combination for the bunny, then maybe sculpt a bit.\n\nLet me start with the scene setup.\n\nLet me first get the current state.\n\nI'll start with executing code to set up the scene. Let me plan the first batch of operations:\n\n1. Clear the default scene\n2. Set up render settings (Cycles, color management)\n3. Set up the world (dark background)\n\nThen I'll build the environment (table, cloths, walls), then the objects.\n\nLet me begin.\n\nActually, I realize I should be strategic about my tool calls. Each code execution can do a lot. Let me write comprehensive scripts for each stage.\n\nStage 1: Scene setup - clear defaults, set render settings, set up world\nStage 2: Build environment - table, back wall, drapery (Cornell colors)\nStage 3: Model Utah Teapot\nStage 4: Model Stanford Bunny\nStage 5: Add Suzanne as bust\nStage 6: Create checkered reflective sphere\nStage 7: Add wine glass (supporting prop)\nStage 8: Materials for everything\nStage 9: Lighting\nStage 10: Camera setup\nStage 11: Preview render and adjust\n\nLet me start.\n\nActually, let me reconsider the approach. I think I should:\n1. Build all geometry first\n2. Then do materials\n3. Then lighting and camera\n4. Then iterate on the render\n\nBut some things are easier to do together (geometry + material). Let me be pragmatic.\n\nLet me start with scene setup and environment.\n\nFor the cloth/folds, I could use a plane with subdivision and some displacement, or I could use cloth simulation. Cloth simulation might be complex to control. Let me use a subdivided plane with manual vertex manipulation or a displace modifier with a noise texture to create folds.\n\nActually, for the drapery, a good approach is:\n- Create a plane, subdivide it heavily\n- Use a Displace modifier with a noise texture for fold structure\n- Or sculpt it\n\nLet me think about what will look best and be most controllable. I think a combination of a subdivided plane with some manual shaping and a noise displacement could work. Or I could use the cloth simulator to drape a cloth over the table edge.\n\nLet me try the cloth simulation approach for the main tablecloth - it would give realistic folds. But I need to control it carefully.\n\nActually, for reliability, let me use a subdivided mesh with careful vertex manipulation and a noise modifier. This is more predictable than simulation.\n\nHmm, let me reconsider. For a Dutch still life, the cloth drapery is important. Let me use a subdivided plane and sculpt/shape it manually with code (moving vertices), plus a noise displacement for fine fold detail.\n\nLet me start coding.\n\nLet me think about the overall scene layout:\n\n- Table: a box, roughly 2m wide, 1m deep, at height ~0.75m\n- Back wall: dark, maybe 3m behind the table\n- Tablecloth: draping over the table, white/grey neutral\n- Red cloth: draped on the left side\n- Green cloth or wall panel: on the right side\n\nObjects on the table (from camera's perspective):\n- Teapot: center, slightly left, hero\n- Bunny: behind teapot, slightly right\n- Suzanne: on a small pedestal, right side\n- Checkered sphere: front left\n- Wine glass: right side, with red wine\n\nCamera: slightly elevated, ~50mm equivalent, looking at the arrangement\n\nLight: warm light from the left (window shaft), maybe a spot light or area light\n\nLet me start building.\n\nFor the first code block, let me:\n1. Clear the scene\n2. Set up Cycles render settings\n3. Set up the world background (dark)\n4. Set color management\n\nLet me go.\n\nActually, I should also think about what \"50mm equivalent\" means. On a full-frame sensor (36mm x 24mm), a 50mm lens has a horizontal FOV of about 39.6 degrees. In Blender, the default sensor size is 36mm. So I should set the camera focal length to 50mm with a 36mm sensor.\n\nLet me start with the scene setup.\n\nLet me write my first code block to set up the scene.\n\nI'll start simple and build up. Let me clear everything and set up the basics.\n\nFor this first step, let me:\n1. Delete all existing objects\n2. Set render engine to Cycles\n3. Set render resolution\n4. Set color management to Filmic\n5. Set world to dark\n\nLet me go.\n\nI think I should also plan the materials. Let me think about what shaders I'll need:\n\n1. Silver/pewter teapot: Principled BSDF, high metallic, roughness ~0.3-0.4, slightly tinted\n2. Bronze bunny: Principled BSDF, metallic, copper/bronze color\n3. Marble Suzanne: Principled BSDF, white/grey, low roughness, maybe subsurface\n4. Checkered chrome sphere: Glossy BSDF with checker texture (mix of two colors, one reflective)\n5. Wine glass: Glass BSDF\n6. Wine: dark red, slightly transparent\n7. Velvet cloth: Principled BSDF with sheen, or a velvet shader\n8. Wood table: Principled BSDF with wood texture\n9. Wall: dark, slightly textured\n\nLet me start building. I'll do the environment first.\n\nLet me write the code for scene setup and environment.\n\nI'll think about this more carefully as I go. Let me start.\n\nLet me think about the dimensions. I'll use a scale where the table is about 1.5m wide.\n\nTable: 1.5m x 0.8m, height 0.75m\nTeapot: about 0.2m tall\nBunny: about 0.15m tall\nSuzanne: default size, about 0.2m\nSphere: 0.1m radius\nWine glass: about 0.2m tall\n\nCamera: about 1.2m high, 1m back from table edge, looking at the arrangement\n\nLet me start coding now. I'll do the scene setup first.\n\nLet me think step by step about what to do first:\n\n1. Clear scene\n2. Set up render settings (Cycles, Filmic, etc.)\n3. Build the environment: table, walls, cloth\n4. Build each object\n5. Apply materials\n6. Set up lighting\n7. Set up camera\n8. Preview render and iterate\n\nLet me begin with step 1-2.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":5063,"completion_tokens":2470,"total_tokens":7533,"cost":0.0120126978,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0120126978,"upstream_inference_prompt_cost":0.0047420058,"upstream_inference_completions_cost":0.007270692},"completion_tokens_details":{"reasoning_tokens":2502,"image_tokens":0,"audio_tokens":0}}}

Looking at this task, I need to create a Dutch Golden Age still life with CG history monuments: Utah Teapot, Stanford Bunny, Suzanne, a reflective checkered sphere, plus a classical prop, all lit with chiaroscuro and incorporating the Cornell box palette.

Let me start by checking the current scene state and planning my approach.


Looking at this task, I need to create a Dutch Golden Age still life with CG history monuments: Utah Teapot, Stanford Bunny, Suzanne, a reflective checkered sphere, plus a classical prop, all lit with chiaroscuro and incorporating the Cornell box palette.

Let me start by checking the current scene state and planning my approach.


Animation
Compositing
Geometry Nodes
Layout
Modeling
Rendering
Scripting
Sculpting
Shading
Texture Paint
UV Editing


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

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

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

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

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

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classical still life in the Dutch Golden Age manner — dark ground, draped cloth, a shaft of warm light, objects arranged with deliberate care — except every object on the table is a monument of computer-graphics history. The twist must work in both directions: read as a museum-worthy still life at arm's length, and land as one long graphics in-joke on the second look.

The cast (required objects, all modeled in-scene — no imported meshes, no downloaded assets).
- The Utah Teapot, hero of the arrangement: the classic squat proportions with the familiar spout, handle, and lid. Give it an honest ceramic or silver-teapot material worthy of a Vermeer table.
- The Stanford Bunny, approximated: the recognizable compact crouched-rabbit silhouette with its rounded back and folded ears, at rest on the table like a sculpture. A faithful sculptural likeness of the pose is what counts, not vertex-level accuracy.
- Suzanne, Blender's own monkey head, mounted or resting as a bust among the objects — she may be the one "portrait" gazing out of the arrangement.
- A reflective checkered sphere — the ray-tracing demo classic — polished enough to catch the rest of the arrangement in its reflection.
- At least one supporting classical prop to sell the genre: fruit, a candlestick, an open book, a wine glass — pick what the composition needs.

The Cornell nod. Work the Cornell box palette into the scene's fabric: one strong red and one strong green element facing each other across the composition — draped cloths, wall panels, or book covers — with neutral white/grey between them, so the whole frame quietly becomes the box.

Materials & light. Chiaroscuro is the assignment: a single dominant warm light source (window shaft or candle) from one side, deep soft shadow elsewhere, a dark background that lets the objects emerge. Materials do the storytelling — glazed ceramic, patinated metal, velvet-dark cloth with real fold structure, polished chrome on the sphere. Everything slightly aged, nothing laboratory-clean.

Composition. A table edge in the lower frame, objects grouped in overlapping depth with the teapot commanding the arrangement, camera at the intimate slightly-elevated angle of the genre, roughly 50mm equivalent. The image should hold together as one calm, deliberate painting.

</task>

[Assistant]
Looking at this task, I need to create a Dutch Golden Age still life with CG history monuments: Utah Teapot, Stanford Bunny, Suzanne, a reflective checkered sphere, plus a classical prop, all lit with chiaroscuro and incorporating the Cornell box palette.

Let me start by checking the current scene state and planning my approach.

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "datablock_counts": {
      "all_ids": 35,
      "cameras": 1,
      "collections": 1,
      "images": 2,
      "lights": 1,
      "linestyles": 1,
      "materials": 2,
      "meshes": 1,
      "palettes": 1,
      "scenes": 1,
      "screens": 11,
      "window_managers": 1,
      "workspaces": 11,
      "worlds": 1
    },
    "render_engine": "BLENDER_EEVEE",
    "scene_name": "Scene",
    "workspaces": [
      "Animation",
      "Compositing",
      "Geometry Nodes",
      "Layout",
      "Modeling",
      "Rendering",
      "Scripting",
      "Sculpting",
      "Shading",
      "Texture Paint",
      "UV Editing"
    ],
    "active_workspace": "Layout"
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "scene_name": "Scene",
    "active_workspace": "Layout",
    "active_object": null,
    "object_mode": null,
    "camera_object": null,
    "collections": [
      {
        "name": "Scene Collection",
        "exclude": false,
        "hide_viewport": false,
        "objects": [],
        "children": [
          {
            "name": "Collection",
            "exclude": false,
            "hide_viewport": false,
            "objects": [],
            "children": []
          }
        ]
      }
    ]
  }
}

        Execute Python code in the connected Blender instance.

        The code runs in Blender's Python environment with full access to ``bpy``.
        To return data, assign a JSON-serialisable dict to a variable named ``result``.
        Deferred completion via ``check_is_finished`` is only supported by the
        interactive addon server, and is rejected in background mode.

Code

execute_blender_codeArguments

        Execute Python code in a background Blender process.

        Opens *blend_file* with ``blender --background`` and runs *code*.
        Assign a dict to ``result`` to return data.

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

        Report external file references that are missing from disk
        (images, libraries, fonts, sounds, movie clips, caches, sequences).

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

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

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

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

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

        Return a structured summary of the object identified by *name*.

        Includes type, transforms, parent, children, modifiers, constraints,
        materials, visibility, data-block name, and collections.

Name

get_object_detail_summaryArguments

        Return the scene's collection hierarchy and their objects.

        Each collection lists its objects (name, type, parent, data name,
        selection, visibility) and nested child collections.

get_objects_summaryArguments

        Return the Blender Python API docs for *identifier*, or list
        modules matching a trailing-``*`` discovery pattern.

        *identifier* should be a fully-qualified Python name (e.g.
        ``bpy.app`` or ``bpy.types.Scene.frame_current``).
        The trailing-``*`` forms are supported as discovery entry-points:

        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,
          ``mathutils``, ``gpu``, ...).
        - ``X.*`` enumerates the direct-child identifiers under the
          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).

        Both return a ``namespace`` response even when ``X.rst`` would
        otherwise resolve to ``exact``; the ``.*`` form lets an agent
        force the child listing.

        The response always carries ``kind``, ``found``, and ``identifier``.
        The remaining keys depend on ``kind``:

        - ``"exact"`` (``found=True``): ``<identifier>.rst`` was read.
          Extra keys: ``content`` (RST text), ``examples``. When the
          file exceeds 32 KB, ``content`` is replaced with a dot-point
          summary of the file's top-level definitions (prefixed by a
          header noting the truncation) and ``examples`` is empty -
          re-query individual members for their rendered blocks.
        - ``"namespace"`` (``found=True``):
          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.
          Extra key: ``submodules`` (list of child identifiers).
        - ``"definition"`` (``found=True``):
          *identifier* is defined inside a parent RST
          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).
          Extra keys: ``content`` (rendered block), ``examples``.
        - ``"partial"`` (``found=False``):
          the parent RST was located but the trailing component isn't defined in it.
          Extra keys:
          - ``parent`` the identifier whose RST was loaded.
          - ``available`` top-level definitions in that RST.
          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,
            filtered to those whose last component contains every character of the missing tail.

          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``
          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.
        - ``"suggestions"`` (``found=False``):
          no direct match, but *identifier* appears as a component of other files.
          Extra key: ``suggestions`` (list of full identifiers).
        - ``"missing"`` (``found=False``): nothing matched.

        ``examples`` (present on the ``exact`` and ``definition`` kinds)
        is a list of ``{path, content}`` entries referenced from this documentation.

Identifier

get_python_api_docsArguments

        Take a screenshot of a single Blender area and return it as a PNG image.

        *area_ui_type* matches the area's ``ui_type``.

        *size_limit_in_bytes* caps the image size in bytes.
        Zero (the default) uses the MCP message size limit.

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

        Switch to a workspace whose main area matches *space_type*.

        If *allow_edits* is True and no matching workspace exists, a new one
        is created by duplicating the current workspace.

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

        Move the 3D viewport to focus on an object by *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

        Move the 3D viewport to the object whose data block matches *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

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

Output Path

render_viewport_to_pathArguments

Full-text search over the bundled Blender Python API reference.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_api_docsArguments

Full-text search over the bundled Blender user manual.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_manual_docsArguments

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

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

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

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

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

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A classical still life in the Dutch Golden Age manner — dark ground, draped cloth, a shaft of warm light, objects arranged with deliberate care — except every object on the table is a monument of computer-graphics history. The twist must work in both directions: read as a museum-worthy still life at arm's length, and land as one long graphics in-joke on the second look.

The cast (required objects, all modeled in-scene — no imported meshes, no downloaded assets).
- The Utah Teapot, hero of the arrangement: the classic squat proportions with the familiar spout, handle, and lid. Give it an honest ceramic or silver-teapot material worthy of a Vermeer table.
- The Stanford Bunny, approximated: the recognizable compact crouched-rabbit silhouette with its rounded back and folded ears, at rest on the table like a sculpture. A faithful sculptural likeness of the pose is what counts, not vertex-level accuracy.
- Suzanne, Blender's own monkey head, mounted or resting as a bust among the objects — she may be the one "portrait" gazing out of the arrangement.
- A reflective checkered sphere — the ray-tracing demo classic — polished enough to catch the rest of the arrangement in its reflection.
- At least one supporting classical prop to sell the genre: fruit, a candlestick, an open book, a wine glass — pick what the composition needs.

The Cornell nod. Work the Cornell box palette into the scene's fabric: one strong red and one strong green element facing each other across the composition — draped cloths, wall panels, or book covers — with neutral white/grey between them, so the whole frame quietly becomes the box.

Materials & light. Chiaroscuro is the assignment: a single dominant warm light source (window shaft or candle) from one side, deep soft shadow elsewhere, a dark background that lets the objects emerge. Materials do the storytelling — glazed ceramic, patinated metal, velvet-dark cloth with real fold structure, polished chrome on the sphere. Everything slightly aged, nothing laboratory-clean.

Composition. A table edge in the lower frame, objects grouped in overlapping depth with the teapot commanding the arrangement, camera at the intimate slightly-elevated angle of the genre, roughly 50mm equivalent. The image should hold together as one calm, deliberate painting.

</task>

[Assistant]
Looking at this task, I need to create a Dutch Golden Age still life with CG history monuments: Utah Teapot, Stanford Bunny, Suzanne, a reflective checkered sphere, plus a classical prop, all lit with chiaroscuro and incorporating the Cornell box palette.

Let me start by checking the current scene state and planning my approach.

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "datablock_counts": {
      "all_ids": 35,
      "cameras": 1,
      "collections": 1,
      "images": 2,
      "lights": 1,
      "linestyles": 1,
      "materials": 2,
      "meshes": 1,
      "palettes": 1,
      "scenes": 1,
      "screens": 11,
      "window_managers": 1,
      "workspaces": 11,
      "worlds": 1
    },
    "render_engine": "BLENDER_EEVEE",
    "scene_name": "Scene",
    "workspaces": [
      "Animation",
      "Compositing",
      "Geometry Nodes",
      "Layout",
      "Modeling",
      "Rendering",
      "Scripting",
      "Sculpting",
      "Shading",
      "Texture Paint",
      "UV Editing"
    ],
    "active_workspace": "Layout"
  }
}

[Tool]
{
  "status": "ok",
  "result": {
    "status": "ok",
    "scene_name": "Scene",
    "active_workspace": "Layout",
    "active_object": null,
    "object_mode": null,
    "camera_object": null,
    "collections": [
      {
        "name": "Scene Collection",
        "exclude": false,
        "hide_viewport": false,
        "objects": [],
        "children": [
          {
            "name": "Collection",
            "exclude": false,
            "hide_viewport": false,
            "objects": [],
            "children": []
          }
        ]
      }
    ]
  }
}

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

get_blendfile_summary_datablocksArguments

Blend File

Blend File

Blend File

get_blendfile_summary_path_infoArguments

Blend File

get_blendfile_summary_usage_guessArguments

Blend File

Name

get_object_detail_summaryArguments

get_objects_summaryArguments

Identifier

get_python_api_docsArguments

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

Name

Allow Edits

Name

Allow Edits

Output Path

render_thumbnail_to_pathArguments

Output Path

render_viewport_to_pathArguments

Query

Max Results

Context

Index

search_api_docsArguments

Query

Max Results

Context

Index

search_manual_docsArguments

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

{"id":"gen-1784300007-uCS6rfrIdhx1zpG4xd9K","object":"chat.completion","created":1784300008,"model":"z-ai/glm-5.2","provider":"Novita","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"The scene is essentially empty. Let me plan and build this Dutch Golden Age still life with CG history monuments. I'll work in stages: scene setup, environment (Cornell palette), then each hero object, lighting, camera, and materials.\n\nLet me start with the scene foundation — render settings, color management, and clearing defaults.","refusal":null,"reasoning":"The scene starts essentially empty. Let me plan out my approach:\n\n1. Set up Cycles render engine with proper color management\n2. Build the table and background (Cornell box palette - red and green cloths/walls)\n3. Model the Utah Teapot (classic squat proportions)\n4. Model the Stanford Bunny (approximate crouched rabbit)\n5. Add Suzanne (built-in Blender monkey head)\n6. Create the reflective checkered sphere\n7. Add a classical prop (wine glass or fruit)\n8. Set up chiaroscuro lighting (single warm light source)\n9. Set up camera at slightly elevated angle, ~50mm equivalent\n10. Apply materials (ceramic/silver teapot, patinated metal, velvet cloth, polished chrome sphere)\n\nLet me start by clearing the scene and setting up the render engine and basic environment.\n\nI'll work step by step. First, let me set up the scene foundation - render settings, world, table, and background.\n\nLet me think about the Cornell box palette integration:\n- A red draped cloth on one side\n- A green draped cloth on the other side\n- Neutral white/grey table/elements between\n\nLet me think about the composition:\n- Table edge in lower frame\n- Teapot commanding the arrangement (center-ish, hero)\n- Objects grouped in overlapping depth\n- Camera at slightly elevated angle, ~50mm equivalent\n\nLet me think about the Utah Teapot geometry. The classic Utah teapot has:\n- A squat, rounded body (like a slightly flattened sphere)\n- A spout on one side (curved, like a tube that curves up and out)\n- A handle on the other side (curved tube)\n- A lid on top with a small knob\n\nI'll model this with bezier curves and surface/solid operations, or use mesh modeling.\n\nActually, for the teapot, I can use a combination of:\n- Body: a lathe/revolved profile (use a bezier curve with bevel, or use a mesh from spin)\n- Spout: a curved tube\n- Handle: a curved torus-like tube\n- Lid: a smaller revolved shape with a knob\n\nLet me think about how to do this with code in Blender. I can use bmesh or direct mesh creation.\n\nFor the teapot, the cleanest approach in code:\n- Use bezier curves with bevel/extrude for the body (revolved profile), spout, handle\n- Convert to mesh\n\nActually, let me use a combination of primitives and modeling. Let me write Python code.\n\nFor the Stanford Bunny approximation, I'll need to sculpt/model a crouched rabbit. This is tricky in code. I could use metaballs to approximate the blobby organic form, or use mesh manipulation. A metaball approach might give a nice sculptural feel. Or I could build it from primitive spheres and merge them.\n\nLet me think about the bunny shape:\n- Rounded body (crouched, compact)\n- Head tucked down\n- Folded ears (two elongated shapes along the back)\n- It's a crouched rabbit viewed from the side mostly\n\nI'll build it from metaballs - a few spheres for the body, head, and elongated shapes for ears. That would give a smooth sculptural form.\n\nActually, metaballs in Blender render nicely and would give the organic sculpted look. Let me use that for the bunny.\n\nFor Suzanne, I can just add the built-in monkey mesh.\n\nFor the checkered sphere, I'll add a UV sphere with a checkered material (using procedural texture or checker pattern in shader).\n\nFor the classical prop, let me do a wine glass (can be built from a revolved profile) and maybe some fruit (apples/oranges from spheres with materials).\n\nLet me start coding. I'll do this in stages:\n\nStage 1: Scene setup - render engine, color management, world, camera basics\nStage 2: Table and background structure (Cornell palette cloths)\nStage 3: Utah Teapot\nStage 4: Stanford Bunny (metaballs)\nStage 5: Suzanne\nStage 6: Checkered sphere\nStage 7: Wine glass + fruit\nStage 8: Lighting (chiaroscuro)\nStage 9: Camera setup\nStage 10: Materials refinement\nStage 11: Preview renders and adjustments\n\nLet me begin.\n\nI'll write the code in chunks. Let me start with scene setup and the table/background.\n\nFor the Dutch still life, the background should be dark. I'll create:\n- A table top (a box/plane)\n- A back wall (dark)\n- Draped cloths - one red, one green (the Cornell nod)\n\nLet me think about the cloth. For real fold structure, I could use a subdivided plane with displacement, or model folds. A simpler approach that looks good: use a subdivided plane with some noise/displacement and cloth-like shading. But modeling actual draped folds in code is hard.\n\nA good approach: create a plane, subdivide it heavily, then apply a wave/noise displacement to create fold-like undulations. Or I could model the cloth as a curved surface with manual fold shapes.\n\nActually, for a draped cloth on the table, I can create a subdivided plane and use a Displace modifier with a noise texture, plus sculpt some folds. But in code, let me use bmesh to create undulating folds.\n\nLet me think simpler but effective: I'll create the cloth as a subdivided mesh and apply some sinusoidal displacement to create fold ridges, then give it a velvet material.\n\nLet me start coding. I'll do the scene setup first.\n\nLet me be careful about the approach. I'll write comprehensive Python code that builds the scene. Let me start with the foundation.","tool_calls":[{"type":"function","index":0,"id":"chatcmpl-tool-be3274dc62602abe","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport bmesh\\nimport math\\nfrom mathutils import Vector, Matrix\\n\\n# --- Clear the scene ---\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False, confirm=False)\\nfor block in list(bpy.data.meshes):\\n    bpy.data.meshes.remove(block)\\nfor block in list(bpy.data.materials):\\n    bpy.data.materials.remove(block)\\nfor block in list(bpy.data.curves):\\n    bpy.data.curves.remove(block)\\nfor block in list(bpy.data.lights):\\n    bpy.data.lights.remove(block)\\nfor block in list(bpy.data.cameras):\\n    bpy.data.cameras.remove(block)\\nfor block in list(bpy.data.images):\\n    bpy.data.images.remove(block)\\n\\n# --- Render settings: Cycles ---\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.device = 'GPU'\\nscene.cycles.samples = 128\\nscene.cycles.use_denoising = True\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.resolution_percentage = 100\\nscene.render.film_transparent = False\\n\\n# Color management - filmic for painterly look\\nscene.view_settings.view_transform = 'Filmic'\\nscene.view_settings.look = 'Medium High Contrast'\\nscene.view_settings.exposure = 0.0\\n\\n# World - very dark ambient (chiaroscuro)\\nworld = scene.world\\nif world is None:\\n    world = bpy.data.worlds.new(\\\"World\\\")\\n    scene.world = world\\nworld.use_nodes = True\\nwn = world.node_tree\\nfor n in list(wn.nodes):\\n    wn.nodes.remove(n)\\nbg = wn.nodes.new('ShaderNodeBackground')\\nbg.inputs['Color'].default_value = (0.015, 0.012, 0.010, 1.0)\\nbg.inputs['Strength'].default_value = 0.3\\nout = wn.nodes.new('ShaderNodeOutputWorld')\\nwn.links.new(bg.outputs['Background'], out.inputs['Surface'])\\n\\nprint(\\\"Scene foundation set up.\\\")\\nresult = {\\\"engine\\\": scene.render.engine, \\\"samples\\\": scene.cycles.samples, \\\"color_management\\\": scene.view_settings.view_transform}\\n\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"The scene starts essentially empty. Let me plan out my approach:\n\n1. Set up Cycles render engine with proper color management\n2. Build the table and background (Cornell box palette - red and green cloths/walls)\n3. Model the Utah Teapot (classic squat proportions)\n4. Model the Stanford Bunny (approximate crouched rabbit)\n5. Add Suzanne (built-in Blender monkey head)\n6. Create the reflective checkered sphere\n7. Add a classical prop (wine glass or fruit)\n8. Set up chiaroscuro lighting (single warm light source)\n9. Set up camera at slightly elevated angle, ~50mm equivalent\n10. Apply materials (ceramic/silver teapot, patinated metal, velvet cloth, polished chrome sphere)\n\nLet me start by clearing the scene and setting up the render engine and basic environment.\n\nI'll work step by step. First, let me set up the scene foundation - render settings, world, table, and background.\n\nLet me think about the Cornell box palette integration:\n- A red draped cloth on one side\n- A green draped cloth on the other side\n- Neutral white/grey table/elements between\n\nLet me think about the composition:\n- Table edge in lower frame\n- Teapot commanding the arrangement (center-ish, hero)\n- Objects grouped in overlapping depth\n- Camera at slightly elevated angle, ~50mm equivalent\n\nLet me think about the Utah Teapot geometry. The classic Utah teapot has:\n- A squat, rounded body (like a slightly flattened sphere)\n- A spout on one side (curved, like a tube that curves up and out)\n- A handle on the other side (curved tube)\n- A lid on top with a small knob\n\nI'll model this with bezier curves and surface/solid operations, or use mesh modeling.\n\nActually, for the teapot, I can use a combination of:\n- Body: a lathe/revolved profile (use a bezier curve with bevel, or use a mesh from spin)\n- Spout: a curved tube\n- Handle: a curved torus-like tube\n- Lid: a smaller revolved shape with a knob\n\nLet me think about how to do this with code in Blender. I can use bmesh or direct mesh creation.\n\nFor the teapot, the cleanest approach in code:\n- Use bezier curves with bevel/extrude for the body (revolved profile), spout, handle\n- Convert to mesh\n\nActually, let me use a combination of primitives and modeling. Let me write Python code.\n\nFor the Stanford Bunny approximation, I'll need to sculpt/model a crouched rabbit. This is tricky in code. I could use metaballs to approximate the blobby organic form, or use mesh manipulation. A metaball approach might give a nice sculptural feel. Or I could build it from primitive spheres and merge them.\n\nLet me think about the bunny shape:\n- Rounded body (crouched, compact)\n- Head tucked down\n- Folded ears (two elongated shapes along the back)\n- It's a crouched rabbit viewed from the side mostly\n\nI'll build it from metaballs - a few spheres for the body, head, and elongated shapes for ears. That would give a smooth sculptural form.\n\nActually, metaballs in Blender render nicely and would give the organic sculpted look. Let me use that for the bunny.\n\nFor Suzanne, I can just add the built-in monkey mesh.\n\nFor the checkered sphere, I'll add a UV sphere with a checkered material (using procedural texture or checker pattern in shader).\n\nFor the classical prop, let me do a wine glass (can be built from a revolved profile) and maybe some fruit (apples/oranges from spheres with materials).\n\nLet me start coding. I'll do this in stages:\n\nStage 1: Scene setup - render engine, color management, world, camera basics\nStage 2: Table and background structure (Cornell palette cloths)\nStage 3: Utah Teapot\nStage 4: Stanford Bunny (metaballs)\nStage 5: Suzanne\nStage 6: Checkered sphere\nStage 7: Wine glass + fruit\nStage 8: Lighting (chiaroscuro)\nStage 9: Camera setup\nStage 10: Materials refinement\nStage 11: Preview renders and adjustments\n\nLet me begin.\n\nI'll write the code in chunks. Let me start with scene setup and the table/background.\n\nFor the Dutch still life, the background should be dark. I'll create:\n- A table top (a box/plane)\n- A back wall (dark)\n- Draped cloths - one red, one green (the Cornell nod)\n\nLet me think about the cloth. For real fold structure, I could use a subdivided plane with displacement, or model folds. A simpler approach that looks good: use a subdivided plane with some noise/displacement and cloth-like shading. But modeling actual draped folds in code is hard.\n\nA good approach: create a plane, subdivide it heavily, then apply a wave/noise displacement to create fold-like undulations. Or I could model the cloth as a curved surface with manual fold shapes.\n\nActually, for a draped cloth on the table, I can create a subdivided plane and use a Displace modifier with a noise texture, plus sculpt some folds. But in code, let me use bmesh to create undulating folds.\n\nLet me think simpler but effective: I'll create the cloth as a subdivided mesh and apply some sinusoidal displacement to create fold ridges, then give it a velvet material.\n\nLet me start coding. I'll do the scene setup first.\n\nLet me be careful about the approach. I'll write comprehensive Python code that builds the scene. Let me start with the foundation.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":5525,"completion_tokens":1726,"total_tokens":7251,"cost":0.00639935964,"is_byok":false,"prompt_tokens_details":{"cached_tokens":5056,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.00639935964,"upstream_inference_prompt_cost":0.00131870604,"upstream_inference_completions_cost":0.0050806536},"completion_tokens_details":{"reasoning_tokens":1301,"image_tokens":0,"audio_tokens":0}}}

The scene is essentially empty. Let me plan and build this Dutch Golden Age still life with CG history monuments. I'll work in stages: scene setup, environment (Cornell palette), then each hero object, lighting, camera, and materials.

Let me start with the scene foundation — render settings, color management, and clearing defaults.

import bpy
import bmesh
import math
from mathutils import Vector, Matrix

# --- Clear the scene ---
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False, confirm=False)
for block in list(bpy.data.meshes):
    bpy.data.meshes.remove(block)
for block in list(bpy.data.materials):
    bpy.data.materials.remove(block)
for block in list(bpy.data.curves):
    bpy.data.curves.remove(block)
for block in list(bpy.data.lights):
    bpy.data.lights.remove(block)
for block in list(bpy.data.cameras):
    bpy.data.cameras.remove(block)
for block in list(bpy.data.images):
    bpy.data.images.remove(block)

# --- Render settings: Cycles ---
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.device = 'GPU'
scene.cycles.samples = 128
scene.cycles.use_denoising = True
scene.render.resolution_x = 1536
scene.render.resolution_y = 1536
scene.render.resolution_percentage = 100
scene.render.film_transparent = False

# Color management - filmic for painterly look
scene.view_settings.view_transform = 'Filmic'
scene.view_settings.look = 'Medium High Contrast'
scene.view_settings.exposure = 0.0

# World - very dark ambient (chiaroscuro)
world = scene.world
if world is None:
    world = bpy.data.worlds.new("World")
    scene.world = world
world.use_nodes = True
wn = world.node_tree
for n in list(wn.nodes):
    wn.nodes.remove(n)
bg = wn.nodes.new('ShaderNodeBackground')
bg.inputs['Color'].default_value = (0.015, 0.012, 0.010, 1.0)
bg.inputs['Strength'].default_value = 0.3
out = wn.nodes.new('ShaderNodeOutputWorld')
wn.links.new(bg.outputs['Background'], out.inputs['Surface'])

print("Scene foundation set up.")
result = {"engine": scene.render.engine, "samples": scene.cycles.samples, "color_management": scene.view_settings.view_transform}

{"code": "\nimport bpy\nimport bmesh\nimport math\nfrom mathutils import Vector, Matrix\n\n# --- Clear the scene ---\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False, confirm=False)\nfor block in list(bpy.data.meshes):\n    bpy.data.meshes.remove(block)\nfor block in list(bpy.data.materials):\n    bpy.data.materials.remove(block)\nfor block in list(bpy.data.curves):\n    bpy.data.curves.remove(block)\nfor block in list(bpy.data.lights):\n    bpy.data.lights.remove(block)\nfor block in list(bpy.data.cameras):\n    bpy.data.cameras.remove(block)\nfor block in list(bpy.data.images):\n    bpy.data.images.remove(block)\n\n# --- Render settings: Cycles ---\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.device = 'GPU'\nscene.cycles.samples = 128\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.resolution_percentage = 100\nscene.render.film_transparent = False\n\n# Color management - filmic for painterly look\nscene.view_settings.view_transform = 'Filmic'\nscene.view_settings.look = 'Medium High Contrast'\nscene.view_settings.exposure = 0.0\n\n# World - very dark ambient (chiaroscuro)\nworld = scene.world\nif world is None:\n    world = bpy.data.worlds.new(\"World\")\n    scene.world = world\nworld.use_nodes = True\nwn = world.node_tree\nfor n in list(wn.nodes):\n    wn.nodes.remove(n)\nbg = wn.nodes.new('ShaderNodeBackground')\nbg.inputs['Color'].default_value = (0.015, 0.012, 0.010, 1.0)\nbg.inputs['Strength'].default_value = 0.3\nout = wn.nodes.new('ShaderNodeOutputWorld')\nwn.links.new(bg.outputs['Background'], out.inputs['Surface'])\n\nprint(\"Scene foundation set up.\")\nresult = {\"engine\": scene.render.engine, \"samples\": scene.cycles.samples, \"color_management\": scene.view_settings.view_transform}\n"}


The scene is essentially empty. Let me plan and build this Dutch Golden Age still life with CG history monuments. I'll work in stages: scene setup, environment (Cornell palette), then each hero object, lighting, camera, and materials.

Let me start with the scene foundation — render settings, color management, and clearing defaults.

import bpy
import bmesh
import math
from mathutils import Vector, Matrix

# --- Clear the scene ---
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False, confirm=False)
for block in list(bpy.data.meshes):
    bpy.data.meshes.remove(block)
for block in list(bpy.data.materials):
    bpy.data.materials.remove(block)
for block in list(bpy.data.curves):
    bpy.data.curves.remove(block)
for block in list(bpy.data.lights):
    bpy.data.lights.remove(block)
for block in list(bpy.data.cameras):
    bpy.data.cameras.remove(block)
for block in list(bpy.data.images):
    bpy.data.images.remove(block)

# --- Render settings: Cycles ---
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.device = 'GPU'
scene.cycles.samples = 128
scene.cycles.use_denoising = True
scene.render.resolution_x = 1536
scene.render.resolution_y = 1536
scene.render.resolution_percentage = 100
scene.render.film_transparent = False

# Color management - filmic for painterly look
scene.view_settings.view_transform = 'Filmic'
scene.view_settings.look = 'Medium High Contrast'
scene.view_settings.exposure = 0.0

# World - very dark ambient (chiaroscuro)
world = scene.world
if world is None:
    world = bpy.data.worlds.new("World")
    scene.world = world
world.use_nodes = True
wn = world.node_tree
for n in list(wn.nodes):
    wn.nodes.remove(n)
bg = wn.nodes.new('ShaderNodeBackground')
bg.inputs['Color'].default_value = (0.015, 0.012, 0.010, 1.0)
bg.inputs['Strength'].default_value = 0.3
out = wn.nodes.new('ShaderNodeOutputWorld')
wn.links.new(bg.outputs['Background'], out.inputs['Surface'])

print("Scene foundation set up.")
result = {"engine": scene.render.engine, "samples": scene.cycles.samples, "color_management": scene.view_settings.view_transform}