[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

        Take a screenshot of the entire Blender window and return it as a PNG image.

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

Size Limit In Bytes

get_screenshot_of_window_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

Size Limit In Bytes

get_screenshot_of_window_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-1784303264-8UljxM6wKkafE1QRmDRD","object":"chat.completion","created":1784303264,"model":"moonshotai/kimi-k3","provider":"Moonshot AI","system_fingerprint":"fpv0_15e428e8","service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"I'll build this Dutch Golden Age still life with CG-history objects step by step. Let me start by setting up the scene, helpers, and checking the environment.","refusal":null,"reasoning":"Let me plan this still life scene carefully.\n\nThe task: A Dutch Golden Age still life with computer graphics history objects:\n1. Utah Teapot (hero) - ceramic or silver material\n2. Stanford Bunny approximated - crouched rabbit silhouette\n3. Suzanne (Blender monkey head) - as a bust\n4. Reflective checkered sphere - chrome/mirror with checker\n5. Supporting classical prop - candlestick, fruit, book, wine glass\n\nCornell box nod: red element on one side, green on the other, facing each other, neutral white/grey between.\n\nLighting: chiaroscuro, single warm dominant light from one side, dark background.\n\nComposition: table edge lower frame, teapot commanding, slightly elevated camera, ~50mm.\n\nPlan of construction:\n\n1. **Utah Teapot**: Build with screw/spin modifiers or curves. The classic Utah teapot body is a squat rounded shape. I can build it using a profile curve spun with a Screw modifier. Then spout (curve with bevel, tapered), handle (curve with bevel), lid (spun profile + knob). Proportions: classic teapot is about as tall as wide, squat. I know the Utah teapot profile roughly: rounded bottom bulge, narrow neck, lid with small knob. I can hand-craft a profile with points.\n\nActually, let me think about making a decent teapot with a lathed profile. Body profile from center axis (x=0) out: start at (0, 0) bottom center, go out to radius at belly, curve in at shoulder, small neck rim, then lid separately.\n\n2. **Stanford Bunny**: Approximate with metaballs or sculptural primitives joined: body (flattened sphere), head (sphere), ears (flattened elongated spheres folded), haunches (big sphere), tail small. Better: use metaballs converted to mesh for organic blend, or just overlap UV spheres with smooth shading and remesh via voxel remesher to fuse. Voxel remesh would fuse them nicely. Then maybe decimate. Material: terracotta or porcelain? Make it a matte ceramic/terracotta sculpture.\n\n3. **Suzanne**: `bpy.ops.mesh.primitive_monkey_add()` exists in Blender! That gives the actual Suzanne. That's \"modeled in-scene\" — it's Blender's built-in primitive, not an imported mesh. That should be acceptable — it's Blender's own monkey. Add subsurf to smooth. Mount as bust on a small pedestal/plinth. Bronze or marble material. Maybe dark bronze.\n\n4. **Checkered sphere**: UV sphere with glossy material + checker texture controlling roughness/color slightly — the classic is chrome with checker. Make it highly reflective (metallic 1, low roughness) with checker pattern in two-tone (dark/light grey) so reflections show. Checker via Geometry Position -> separate XYZ -> math, or use Checker Texture node. Checker Texture node works in Cycles. For GLB export, procedural textures don't export, but benchmark may bake. Fine.\n\n5. **Props**: \n   - A candlestick with a lit candle (flame) — could serve as the warm light source! That would be great for the genre. But flame rendering: use emission sphere. The dominant warm light could be a warm area light hidden as window shaft from left. A candle on the right could add accent. Let me have: main warm area light from upper left (like window), plus a candle with flame on the right providing secondary warm glow.\n   - Grapes or an apple, lemon with peel curl maybe too complex. Simple: a couple of apples/pears and grapes cluster.\n   - An open book or stack of books — book covers can be the Cornell red/green elements! Red book on left, green book on right. Or draped cloths: red cloth hanging on left wall, green on right.\n\nCornell nod plan: Background wall panels: left wall panel deep red (velvet curtain), right panel deep green, with grey plaster between. Also maybe a red book on the left side of table and green book on right. \"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\". Wall panels would read strongly. Let me do: a red velvet drape on the left side of the background and a green drape on the right, with dark grey wall between. That plus the warm shaft of light from the left.\n\nActually careful: in Cornell box, red is left, green is right (when viewed with light from top). Classic Cornell: red left wall, green right wall. I'll match that: red drape left, green drape right.\n\nTable: wooden table, table edge in lower frame. Draped cloth on table: dark cloth with folds. Cloth sim could be nice but risky; alternatively make cloth with a grid + proportional sculpted waves via displacement. A tablecloth with real fold structure: I can do a cloth simulation quickly (plane subdivided, draped over table box). Cloth sim in background via bpy ops — should work in live Blender. But time and risk... Let me try a cloth sim: create table as box, plane above with subdivisions, pin nothing, let it drape. Use collision on table. That generally works. I'll apply the sim at a settled frame.\n\nAlso backdrop cloth behind with folds? Could do hanging cloth sim pinned at top — riskier. Alternative: wall panels + drapes as curtains made from waved planes (displaced with sine waves for folds) — curtain folds via math are easy and reliable: create plane, displace x with sinusoid along width, add solidify. That reads as drapery.\n\nComposition layout (top view):\n- Table occupies lower 2/3, camera slightly elevated (~15-20° down), 50mm.\n- Teapot center-left-ish, hero, slightly forward.\n- Sphere front-right catching reflections.\n- Bunny right side behind sphere or left of teapot.\n- Suzanne bust elevated on books at back-center-right, gazing out at viewer.\n- Candle with flame right back, giving warm accent.\n- Books stack: red book (left), green book (right) — wait, Cornell red left green right. If wall drapes already do red/green, books can be neutral leather browns. But doubling strengthens. Let me do wall panels red left, green right, and keep books neutral (dark brown leather, cream pages). Actually the task says \"one strong red and one strong green element\" — do it with the drapes clearly. Books neutral.\n- Fruit: a small cluster of grapes spilling, or an apple near teapot. Keep one apple + grapes.\n\nLighting:\n- Key: large warm area light at upper left, slight frontal, color ~ warm orange (like window light, but genre uses daylight; warm per task). Maybe with slight gobo feel — could add a plane with holes to make a shaft? Simpler: area light with low spread? In Cycles area light spread exists (spread param for area lights? Actually 'Spread' is for... spot has spot_size; area lights have shape/size, and in newer Blender, area lights have \"Spread\" — yes, Cycles area light has spread property). Use a spot with large soft radius as \"window shaft\", or area. I'll use a warm area light, big, from left-top, plus visible volumetrics? Volumes won't export to GLB but fine for render. A subtle volume scatter for light shaft could be gorgeous but heavy at 64 samples... maybe skip or very low density. Skip volume to keep render clean; maybe add very subtle mist via world? Skip.\n- Candle flame: small emission + point light warm on right.\n- Fill: extremely dim cool fill from right for shadow detail (very low).\n- World: near-black.\n\nDark background: dark grey-brown wall, vignette via falloff.\n\nCamera: 50mm, portrait-ish? Final is 1536x1536 square. Square composition. Camera at ~ (0.0, -2.2, 0.55) looking at table center (0, 0, 0.35). Let me set scene scale: table top ~1.2m wide, teapot ~0.25m tall.\n\nLet me define coordinates: table surface at z=0.35 height? Simpler: table top at z=0.4, objects on top. Camera at y=-1.6, z=0.62, looking slightly down at (0,0.1,0.42). Hmm, I'll compute with a track-to constraint or manual rotation.\n\nLet me write the build in stages with verification screenshots.\n\nStage 1: Scene setup, table, backdrop, drapes.\nStage 2: Teapot.\nStage 3: Bunny.\nStage 4: Suzanne bust + books.\nStage 5: Sphere, candle, fruit.\nStage 6: Cloth sim tablecloth.\nStage 7: Lights, camera, world, color management.\nStage 8: Test renders (thumbnail), iterate.\nStage 9: Save file.\n\nDetails for the teapot — lathe profile. Utah teapot proportions: height ~ 1.575 units vs body radius ~1 unit (in original data, body about 3 units wide? The classic is roughly as wide including spout/handle as tall... The body itself: max radius ~1.4, height ~1.575). I'll make a squat teapot: body radius ~0.09m, height body ~0.11m, plus lid and knob total ~0.16m.\n\nProfile (radius r, height z) for body (spin around Z):\n- (0.001, 0.002) bottom center slightly up? Actually bottom: teapot sits on a small foot ring. Classic Utah has a flat-ish bottom. Profile points from bottom center outward then up:\n  - (0.000, 0.000)\n  - (0.045, 0.000) bottom edge\n  - (0.062, 0.004) start bulge\n  - (0.088, 0.030) belly low\n  - (0.096, 0.060) belly max\n  - (0.088, 0.090) shoulder\n  - (0.066, 0.115) neck in\n  - (0.058, 0.128) rim\n  - (0.060, 0.132) rim lip outward slightly\n  \nThen give solidify for thickness? Lathe with screw modifier gives open surface; top rim would show hollow. I could close the top: continue profile back inward to center at top? The lid covers the opening. The classic teapot has opening under lid. Simplest: bring profile in to a flat disk at rim height (like closing the top with a flange where lid sits). So after rim lip, add points going inward at z=0.128: (0.030, 0.126), (0.0, 0.126). That closes it. Then lid sits on top.\n\nLid profile:\n- (0.0, 0.132) center? Lid: dome disk radius 0.055 sitting at rim, dome up to z 0.150, then knob: small stem radius 0.008 from 0.150 to 0.158, knob sphere radius 0.014 at 0.165. Lathe: (0.0,0.133),(0.05,0.133),(0.055,0.136),(0.048,0.146),(0.025,0.152),(0.012,0.153) then knob: (0.013,0.156),(0.016,0.160),(0.014,0.166),(0.008,0.170),(0.0,0.171).\n\nSpout: curve from body low front-left, S-curve up. Classic Utah spout is chunky at base, tapering, tip angled up slightly above rim. Use beveled curve with radius taper and tilt. Points: attach at (0.075, 0, 0.045) going out +X: base (0.07,0,0.04) r 0.020 → (0.105,0,0.045) r 0.016 → (0.130,0,0.065) r 0.012 → (0.142,0,0.095) r 0.009 → (0.146,0,0.125) r 0.008 tip. Tilt tip slightly.\n\nHandle: curve from shoulder (back, -X) at z 0.10 out to -X and down to z 0.035. Bezier circle-ish: attach top (-0.085,0,0.095), out (-0.135,0,0.10), (-0.150,0,0.065), (-0.140,0,0.035), attach bottom (-0.085,0,0.030). Radius ~0.010. Classic handle is more angular (it's made of straight-ish segments in the original), but smooth is fine.\n\nMaterial: white glazed ceramic (Vermeer-ish) with slight warm tint, roughness 0.25, or silver. The task: \"honest ceramic or silver-teapot material\". I'll go slightly aged silver? Hmm — the reflective sphere is already chrome. A white/cream porcelain teapot would contrast nicely with chrome sphere and read classically. But a silver teapot is also iconic Dutch. I'll do cream-white glazed ceramic with subtle crazing feel (roughness variation noise) — warm ivory. That pops against dark background.\n\nStanford bunny: build from UV spheres, join, voxel remesh (remesh modifier voxel size small or object.data.remesh_voxel_size + bpy.ops.object.voxel_remesh). The crouched pose: \n- Body: large ellipsoid tilted, back rounded. Scale (0.10 x 0.075 x 0.085), centered z 0.07.\n- Haunch: sphere at rear bottom radius 0.05.\n- Head: sphere radius 0.045 at front top, slightly tucked.\n- Ears: two flattened ellipsoids lying along the back pointing back-up — Stanford bunny ears point up-back and are folded back along body. Ears: capsule scaled (0.02, 0.008, 0.05) rotated to lie back.\n- Tail: small sphere at rear.\nVoxel remesh at ~0.004, smooth. Material: terracotta with matte finish — like a clay maquette. That's nice: \"as a sculpture\". Terracotta color ~ (0.35, 0.16, 0.10).\n\nWait — orientation: bunny resting like sculpture, facing right or left? Face toward viewer-left maybe. I'll face it toward camera-left (so profile reads). Position on the right side of the table? Let me plan positions:\n\nLayout (x = left-right in frame, camera looking +Y direction from -Y):\n- Teapot at (-0.06, 0.05), hero, center-left-forward. Actually make teapot near center: (-0.05, 0.02).\n- Checkered sphere front-right: (0.14, -0.12) close to table edge, radius 0.055.\n- Bunny: right-mid, facing left toward teapot: (0.20, 0.10), rotated so it faces -X. Hmm bunny length ~0.2m. Table must be big enough: table 1.4m wide? Let's use table top 1.3 x 0.8 at height 0.72? Set table top z=0.72 so we can see table edge in lower frame with camera at z~0.95.\n\nHmm, let me instead work at a scale where table top z = 0.74, width 1.3 (x -0.65..0.65), depth 0.85 (y -0.42..0.43). Objects:\n- Teapot center (-0.10, 0.10), total height ~0.17.\n- Sphere (0.13, -0.16, r 0.06) front right.\n- Bunny right side behind sphere: (0.24, 0.08), facing camera-left (-X), length 0.2.\n- Suzanne bust back-left on stack of 2 books: (-0.28, 0.22). Bust plinth height ~0.06, monkey scale to ~0.12 head height, gazing toward camera (rotated slightly).\n- Candlestick right-back: (0.33, 0.25), height 0.16 + candle 0.08, flame. Hmm, candle behind bunny right-back. \n- Books: red book under suzanne? Cornell via drapes though. Books stack near suzanne neutral. Maybe one open book front-left corner? Keep simple: stack of 2-3 books as pedestal for Suzanne.\n- Fruit: apple at (-0.22, -0.10) front-left near table edge; a few grapes spilled near sphere? Grapes: cluster of small spheres — cheap to model (10-14 spheres). Add small bunch near front center-left (0.02, -0.20).\n- Wine glass? Maybe skip — enough objects. Task requires \"at least one supporting classical prop\" — we have candlestick, books, apple, grapes. \n\nDrapes: left red velvet curtain panel at x≈-0.55..-0.1 on back wall y=0.5, wavy; right green panel x 0.15..0.6. Grey plaster wall between/behind. Also tablecloth dark with folds draped over table front edge.\n\nCloth sim for tablecloth: plane 1.4x1.0 subdivided 60x40 over table box collider, drape, apply at frame ~40. Front overhang creates folds. Risk: sim quality/time. Alternative: manual cloth-like mesh using sine displacement at overhang. I'll attempt sim; if fails, fallback manual. Cloth sim in background mode: baking via setting frame should evaluate. I'll run sim by setting scene.frame_set(45) with modifiers active, then apply modifier via evaluated depsgraph? Applying a cloth modifier applies its current state — set frame, then bpy.ops.object.modifier_apply. That works if the point cache evaluates on frame change (it does for current frame without bake, using simulation on the fly — cloth sim computes when frame changes sequentially; jumping to 45 directly may not compute all. Safer: step frames 1..45 sequentially). I'll loop frame_set 1→50.\n\nActually simpler robust approach: use cloth with few steps and quality 5. Should be okay.\n\nCurtains: procedural waves: grid plane, x = A*sin(freq*y?) Actually vertical curtain: width along X, height along Z, displacement along Y = a*sin(kx * x) with varying amplitude increasing toward bottom + slight random phase. Plus solidify. Red left, green right. Velvet material: Principled with sheen 1.0 (sheen weight), roughness 0.6, dark saturated color. Red: (0.35, 0.02, 0.03), green: (0.02, 0.12, 0.05). Dark, aged.\n\nWall: large plane behind at y=0.55, color dark warm grey (0.05-ish). Floor? Not visible (table fills bottom). Table legs not needed if camera doesn't see below front edge — but GLB orbit view... the benchmark does a 360° orbit! \"an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles\" — so the scene should hold together from all sides. So table needs legs and the backdrop should look okay-ish from behind. Drapes solidify both sides. Wall plane — from behind it'd be a plane; make it a box (thin) so back is dark too. Add legs to table. Floor plane under everything (dark wood) so orbit view has ground.\n\nAlso the orbit presumably around the presentation view... To be safe, make everything genuinely 3D: wall box thick, floor, table with legs, objects fully modeled (they are).\n\nSuzanne: bpy.ops.mesh.primitive_monkey_add() — need to confirm operator name: `bpy.ops.mesh.primitive_monkey_add()` exists in Blender 2.8+ (it's part of core now? Actually Suzanne is added via \"Add Mesh > Monkey\" — operator `bpy.ops.mesh.primitive_monkey_add` — yes it exists as a built-in since 2.80? Hmm, I believe `bpy.ops.mesh.primitive_monkey_add()` is available without add-ons in recent versions. If not, I could approximate... Let me check quickly at runtime: `hasattr(bpy.ops.mesh, 'primitive_monkey_add')`. If missing, fallback: build monkey from spheres? That'd be sad. I'm fairly confident it exists (it's in bl_operators? It's actually defined in C as part of primitive add? The monkey grid is in BMesh \"create monkey\" op — operator name is `bpy.ops.mesh.primitive_monkey_add`. Yes, it exists as a built-in.)\n\nAdd subsurf level 2, shade smooth. Bronze material dark with patina: metallic 0.9, roughness 0.35, color dark bronze (0.15,0.09,0.05), plus noise bump. Mount on a small cylindrical plinth (marble). \"she may be the one 'portrait' gazing out\" — rotate her toward camera.\n\nCheckered sphere: UV sphere r 0.06, material: checker texture scale ~6, colors light (0.8) and dark (0.05), metallic 1.0, roughness 0.08 with checker also slightly modulating roughness? Keep roughness low both cells. Fac color into base color. Need mapping: Generated coords fine.\n\nCandlestick: lathe profile too (brass): base dish, stem, cup; candle cylinder cream; flame: small elongated sphere, emission orange + blackbody-ish; point light at flame. Brass aged: metallic 1, roughness 0.3, color (0.25,0.15,0.06) with noise variation.\n\nApple: sphere slightly squashed with dimple top — displace top verts down; or use lathe profile for apple shape with top/bottom dimples. Simple: UV sphere scaled z 0.9, add stem (small cylinder). Red-dark apple. \n\nGrapes: ~12 spheres r 0.011 clustered, dark purple, roughness 0.3, slight translucency (subsurface 0.05). Plus tiny stem.\n\nBooks: boxes with slightly rounded (bevel) covers, pages block inset (separate box cream). Two stacked under Suzanne plinth, one leaning? Keep two stacked, sizes 0.22x0.16x0.03, 0.20x0.15x0.028, rotated slightly. Covers dark brown leather, one maybe deep oxblood — neutral-ish so Cornell reads from drapes.\n\nLight shaft: To suggest a window shaft, could add a large warm area light from upper-left front; and optionally a subtle gobo plane with a window-shaped hole between light and scene to create shaft edges... A gobo adds realism but shadows need careful placement. Simpler: keep area light tight and let falloff do it. Maybe add very light volume (density 0.008, anisotropy 0.3) in a cube around scene for atmosphere — 64 samples with denoise might handle it, but risky noise. I'll try a low-density volume in test render; if noisy, drop it. Hmm, denoising volumes can smear. I'll skip world volume; instead possibly fake a soft shaft with a large emissive plane? No — keep it simple: strong warm key, deep shadows. Chiaroscuro achieved via lighting ratio.\n\nColor management: AgX, look maybe 'AgX - Medium High Contrast' or set exposure slightly. In Blender 4.x, view transform AgX with look options. I'll set look 'AgX - Medium High Contrast' (name may be 'AgX - Medium High Contrast'? Actually it's look enum: 'None','AgX - Very Low Contrast',... I'll set via try/except.)\n\nCamera: 50mm lens, sensor 36. Position (0.02, -1.05, 0.98)? Let me compute framing: table front edge at y=-0.42, z=0.72. Objects span z 0.72..0.95. Camera target ~(-0.02, 0.05, 0.80). Distance ~1.2m. With 50mm on 36mm sensor, vertical FOV ≈ 2*atan(18/50) ≈ 39.6°, square frame so horizontal same. At 1.2m distance, frame covers ~0.86m wide — need ~1.0m for table width plus background drapes... Table 1.3 wide won't fully fit; crop edges of table is fine and typical (table edge in lower frame, sides cropped). Drapes behind will fill upper frame. Camera y=-1.25, z=1.00, target (−0.02, 0.10, 0.82). I'll verify with render and adjust.\n\nAlso add subtle floor and wall texture via noise bump.\n\nGLB export considerations: procedural materials won't export textures (baked preview maybe). Core forms are meshes — good. Cloth sim applied — good. Curves (spout/handle) — convert to mesh. Flame emission — exports material emission? glTF supports emissive; fine.\n\nLet me also keep objects named clearly for the GLB scene tree.\n\nRender checks: use render_thumbnail_to_path for quick previews. Actually that renders small low-quality. Let me do my own test renders at 640x640 samples 32 into /tmp and view? I can't view arbitrary files — but get_screenshot_of_area_as_image(VIEW_3D) gives viewport screenshot. Better: use render_thumbnail_to_path then... I can't read the image back. Hmm — tools: render_viewport_to_path writes to path; no image returned. The screenshot tools return images (viewport). To check Cycles look, viewport in rendered shading with Cycles as render engine shows Cycles preview — screenshot of VIEW_3D would capture that. I'll set viewport to rendered mode via... I can set area spaces shading type through bpy? Setting `space.shading.type = 'RENDERED'` for the 3D view via execute_blender_code on the window's area. Then screenshot shows Cycles render (if render engine is Cycles and device CPU... fine).\n\nPlan: after building, set render engine CYCLES, samples low for preview (32), set viewport shading RENDERED, screenshot to inspect. Iterate.\n\nLet me start coding. I'll write modular scripts.\n\nScript 1: reset scene, render settings, world, color management.\n\nLet me be careful with Blender version — likely 4.x. Principled BSDF inputs changed ('Base Color', 'Metallic', 'Roughness', 'IOR', 'Alpha', 'Coat Weight', 'Sheen Weight', 'Emission Color', 'Emission Strength'). I'll write helper to set inputs by name with fallback search.\n\nNow write the code.\n\nStage 1 script:\n\n```python\nimport bpy, math\nfrom mathutils import Vector\n\n# clear\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor d in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.cameras, bpy.data.lights):\n    pass  # leave; or purge orphans\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 48\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\n# color management\nscene.view_settings.look = 'AgX - Medium High Contrast'  # try/except\n```\n\nI'll include try/except around look setting.\n\nHelper functions:\n\n```python\ndef mat_principled(name, color, metallic=0.0, roughness=0.5, **kw): ...\n```\n\nLathe function:\n\n```python\ndef lathe(name, profile, segments=64, material=None):\n    # profile: list of (r, z); create vertices rings, faces; screw via manual mesh\n    verts=[]\n    faces=[]\n    n=len(profile)\n    for i in range(segments):\n        a=2*math.pi*i/segments\n        ca,sa=math.cos(a),math.sin(a)\n        for (r,z) in profile:\n            verts.append((r*ca, r*sa, z))\n    for i in range(segments):\n        ni=(i+1)%segments\n        for j in range(n-1):\n            a=i*n+j; b=ni*n+j; c=ni*n+j+1; d=i*n+j+1\n            faces.append((a,b,c,d))\n    mesh=bpy.data.meshes.new(name)\n    mesh.from_pydata(verts,[],faces)\n    mesh.update()\n    obj=bpy.data.objects.new(name,mesh)\n    bpy.context.collection.objects.link(obj)\n    ...\n```\n\nProfile must include r=0 points at ends to close (pole duplicates fine).\n\nAdd smooth shading: set polygons use_smooth True; add weighted corner normals? Use shade smooth by angle... simply set smooth and rely on dense profile; add auto smooth via modifier? In 4.1+, smooth by angle is a node/operator. Just use smooth shading; lathed surfaces with dense segments look fine. Add Subsurf level 1 on top for extra smoothness maybe.\n\nCurve tube helper:\n\n```python\ndef tube_curve(name, points, radii, material, bevel=0.01):\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\n    spl=cu.splines.new('BEZIER'); spl.bezier_points.add(len(points)-1)\n    for bp,co,r in zip(spl.bezier_points,points,radii):\n        bp.co=co; bp.radius=r; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\n    cu.bevel_depth=bevel; cu.bevel_resolution=4; cu.resolution_u=16\n    obj=...\n```\n\nThen convert to mesh later for export safety.\n\nTeapot builder places body+lid+spout+handle into a collection, then parent to an Empty? Or join into one mesh. I'll keep separate objects but parent to empty \"Teapot\" for moving. Actually joining would make positioning simpler — but different parts same material, so join is fine. But spout/handle need to intersect body — voxel remesh to fuse? Not needed; intersections invisible if embedded. Ceramic: embedded intersections fine visually. Keep as separate objects parented to an empty, simpler to tweak.\n\nBunny via spheres + voxel remesh:\n\n```python\ndef uv(name, loc, scale, seg=32, rings=16): bpy.ops.mesh.primitive_uv_sphere_add(...)\n```\n\nCreate ~8 spheres, join (bpy.ops.object.join), then voxel remesh: bpy.context.view_layer.objects.active=obj; obj.data.remesh_voxel_size=0.0035; bpy.ops.object.voxel_remesh(). Then shade smooth, maybe decimate slightly. Note: voxel_remesh operates on active object mesh. Then slight smooth via modifier 'SmoothCorrective'? Just add Subsurf 1? Voxel mesh dense (~50k tris) fine.\n\nEars: Stanford bunny ears stick up and fold back — elongated shapes angled back ~30° from vertical, slightly splayed. From sphere scaled (0.014, 0.03, 0.06)? Let me think orientation: bunny faces +X? I'll model facing +X then rotate final object. Body ellipsoid centered (0,0,0.055) scale (0.075, 0.055, 0.06). Rear at -X: haunch sphere at (-0.045,0,0.045) r 0.05 → use scale (0.05,0.052,0.05) sphere. Head at front-top: (0.055,0,0.085) r 0.038, slightly smaller jaw sphere (0.075,0,0.072) r 0.028. Ears from head top going back-up: capsules from (0.04,±0.012,0.105) to (-0.03,±0.014,0.15): use spheres scaled long placed at midpoint rotated; easier: two ellipsoids rotated -50° about Y: center (0.005,±0.016,0.13), scale (0.045,0.013,0.02) rotated Y 55° so long axis tilts back... Let me define ear as sphere scale (0.05,0.014,0.022) (long in X), rotated about Y by +40° (tilt up at front→ down back? For ears pointing back-up: long axis from front-low to back-high: rotate Y by -35°? Rotation Y positive tilts +X end up). If ear long axis along X, front end +X lower, back end -X higher → rotate Y negative? Rotating about Y by angle θ maps +X→(cosθ,0,-sinθ)... In Blender, RY(θ): x→(cosθ, 0, −sinθ)? RY(θ) = [[cosθ,0,sinθ],[0,1,0],[−sinθ,0,cosθ]]. So +X→(cosθ,0,−sinθ). For +X end down (negative z), sinθ>0 → θ>0. So ear rotation Y = +35°, front dips down, back rises. Ears rest against body: keep near head, tilt back-up. Stanford bunny: ears point up and backward at maybe 50° from horizontal, tips reach back above shoulders. OK.\n\nTail: sphere (-0.085,0,0.055) r 0.02.\nFront paws: small ellipsoid (0.06,±0.02,0.02) scale (0.03,0.014,0.02).\nChest fill: sphere (0.03,0,0.05) r 0.04.\n\nVoxel size 0.0035 with overall bunny ~0.2m → decent resolution (~57 voxels per 0.2m... 0.2/0.0035 ≈ 57) okay. Maybe 0.003 for finer (~67). Remesh time fine.\n\nThen rotate bunny object to face camera-left (face -X world → rotation z = 180°) and position.\n\nSuzanne: \n```python\nbpy.ops.mesh.primitive_monkey_add(size=1.0, location=...)\n```\nHmm operator signature: primitive_monkey_add(radius?) Actually it has 'size'? I think it's `bpy.ops.mesh.primitive_monkey_add(size=2, ...)`. I'll call without args and scale. Then Subsurf 2, smooth. Bronze mat. Plinth: cylinder + torus trim? Simple lathe profile for plinth.\n\nBooks: box helper with bevel modifier. Cover = box, pages = smaller box inset on 3 sides (offset +x? classic: pages visible on fore-edge and top/bottom). Simplify: cover box (w,d,t) + pages box slightly smaller in thickness? Real books: cover wraps; cheat: pages block (w-0.006, d-0.01?, ...) Place pages box inside cover with fore-edge flush... I'll do cover as two thin boxes (top/bottom boards) + spine box? Simplest convincing: single box with bevel for cover, and a pages block: box scaled (0.98, 0.94, 0.72) of cover dims, shifted so spine side covered. Leather material with noise bump; pages cream with slight noise.\n\nCandlestick lathe profile (brass):\n(0,0),(0.045,0),(0.048,0.004),(0.035,0.010),(0.020,0.015),(0.012,0.02),(0.010,0.05),(0.014,0.055) bobeche (0.028,0.058),(0.030,0.062),(0.020,0.064),(0.016,0.066),(0.016,0.075) cup inner (0,0.075)? Then candle cylinder r0.011 h0.07 sits from z 0.066 to 0.136. Flame at 0.145.\n\nFlame: UV sphere scaled (0.006,0.006,0.012), emission material (strength ~8, color warm orange), plus point light color (1.0,0.55,0.2) energy 8W at flame pos.\n\nApple: lathe with dimple: profile (r,z): (0.0,0.012) bottom center up (dimple), (0.02,0.002),(0.035,0.0) wait bottom dimple means center higher than ring. Apple height 0.045, radius 0.028: profile from bottom: (0.0,0.010),(0.012,0.003),(0.024,0.0),(0.030,0.012),(0.030,0.025),(0.024,0.038),(0.012,0.044),(0.004,0.042) top dimple, (0.0,0.046). Stem cylinder tilted at top. Red-wax material, roughness 0.25, slight bump noise.\n\nGrapes: 12 spheres in cluster + stem; dark purple (0.05,0.01,0.06) subsurface 0.1? Keep simple subsurface weight 0.05.\n\nWine glass maybe add for elegance — lathe glass: profile thin... glass transmission in Cycles fine; adds render time. Optional; skip if time. I'll add a small roemer? Skip — we have plenty.\n\nDrapes: \n```python\ndef curtain(name, x0, x1, z0, z1, y_base, waves=6, amp=0.05, depth=0.05, material):\n    # grid NX x NZ, y displaced sinusoid along x with amp growing toward bottom (z0 is bottom)\n```\nVertex y = y_base + amp*(0.6+0.4*t)*sin(2π waves (x-x0)/(x1-x0) + phase) where t = (z1-z)/(z1-z0) (more at bottom), plus secondary higher-freq ripple. Solidify 0.004. Subsurf 2. Also add top gathered? fine.\n\nPlace left curtain x from -0.75 to -0.18, right from 0.22 to 0.75, z from 0.6 (floor) to 1.5, at y=0.42. Wall behind at y=0.5. Hmm table back edge at y=0.43; curtains hang behind table at y=0.45, from z~1.5 down to ~0.55 (below table top hidden). Also grey wall center visible between curtains from x -0.18..0.22 — neutral band. Wall color: warm dark grey (0.03,0.028,0.025).\n\nAlso left side: maybe side wall on left? In Cornell the side walls ARE the red/green. Our drapes behind act as panels. Could also angle them slightly to \"face each other\" — rotate left curtain -20° about Z? Actually to \"face each other across the composition\", panels on left and right of frame is enough. I might angle them slightly inward for perspective. Keep simple.\n\nFloor: big plane z=0, dark wood color (0.02,0.012,0.008), roughness 0.5, noise bump. Table: top box 1.3x0.85x0.035 center z 0.72-... top surface z=0.72: box center z=0.7025, plus 4 legs boxes 0.05² from 0.70 down to 0. Wood dark brown.\n\nTablecloth: cloth sim. Plane from x -0.68..0.68, y -0.48..0.48 at z 0.75 (above top 0.72), subdivide grid 90x60. Cloth settings: quality 6, mass 0.25, tension/compression stiffness lower (15?), bending 0.4? silk preset-ish. Collision: table top box + front edge rounding? Table as collider (box with bevel for soft edge). Sim frames 1-60, apply at some good frame. Dark cloth color: deep warm charcoal-brown velvet (0.02,0.015,0.012) sheen.\n\nRisk: cloth through table edges due to thin geometry — increase collision thickness (0.004) and cloth distance 0.006. Should be OK. Time: 60 frames * 5400 verts — quick.\n\nBut wait: objects placed after cloth sim — tablecloth changes surface height slightly (0.72+thickness). Place objects at z computed: table top 0.72 + cloth ~0.004 → objects base z≈0.725. I'll place everything on z=0.726 approx and check intersections visually; minor embed is invisible.\n\nSimpler alternative to reduce risk: skip cloth sim, make cloth with displacement? The task explicitly says \"velvet-dark cloth with real fold structure\" — cloth sim gives genuine folds. Try sim; fallback: procedural drape (waves at front edge) — I'll decide after attempt.\n\nLighting rig:\n- Key: area light at (-0.9, -0.55, 1.7), energy ~250W? For scene scale meters, warm color (1.0, 0.72, 0.45), size 0.5m, shape DISK, pointed at (−0.05, 0.1, 0.75). In Cycles, 250W area of 0.5m over ~2m distance — exposure adjust later. Start 300W.\n- Spot as shaft? Try: spot at (-1.2, -0.2, 1.9), spot_size 50°, blend 0.5, warm, 400W → dramatic directional pool. Maybe use SPOT as the \"window shaft\" — nice cone feel even without volume. Use spot as key instead of area? Area gives softer shadows. I'll use area key + spot subtle? Start: area key only + candle point + faint cool fill area at right (energy 15W, color (0.6,0.7,0.9)) to keep shadows from pure black; plus tiny ambient via world strength 0.02 dark blue-grey.\n\nTest and iterate.\n\nComposition & render: set camera DOF? Slight DOF could help (f/4 focus at teapot). Subtle: fstop 5.6. Might soften sphere reflections... fine.\n\nAlso \"objects emerge from dark background\" — ensure rim/edge: maybe add faint edge light from back-left (small area, low power) to separate dark objects from bg. Candle on right gives right-side warm accents.\n\nGLB export: benchmark does it; ensure meshes converted (curves→mesh), modifiers applied? Exporter applies modifiers generally. Convert curves anyway.\n\nFile save: save as .blend (benchmark harness likely saves? Instructions: \"save a complete scene\"). I'll save to a path — but which? Probably current blend file path. Use bpy.ops.wm.save_mainfile() — if file unsaved, need filepath. I'll save to a sensible path like '/tmp/still_life.blend'? The harness: \"save a complete scene\" — I'll use bpy.ops.wm.save_as_mainfile(filepath=...) with a path in cwd? Hmm. Typically these benchmarks capture the live scene state; but to be safe save mainfile to 'still_life.blend' in the current working directory via bpy.path.abspath('//...') — if never saved, '//' is cwd. I'll do save_as_mainfile(filepath='/tmp/dutch_cg_still_life.blend')? Risk: benchmark expects the live scene, path irrelevant. I'll save to cwd: os.path.join(os.getcwd(),'dutch_graphics_still_life.blend'). Actually the instructions say the benchmark renders \"from your saved scene\" — so saving matters. I'll save mainfile; cwd should be fine... but if the harness has a specific expected path, unknown. Common approach in these tasks: just bpy.ops.wm.save_mainfile() after setting filepath. I'll use os.path.expanduser('~/dutch_still_life.blend')? Hmm, cwd is most standard: bpy.data.filepath via save_as_mainfile with './scene.blend'... I'll go with os.getcwd() + '/dutch_cg_still_life.blend'.\n\nLet me now also think about the 360 orbit: backdrop is one-sided (wall + curtains face camera). From behind, wall box dark side visible — fine, curtains solidified. Table legs included. Good.\n\nLet me write Stage 1 + 2 code now.\n\nOne more consideration: profile lathe shading — with r=0 poles duplicated per segment, shading smooth is fine.\n\nAlso add subtle imperfections: slight rotation/tilts, objects overlapping.\n\nLet me write the first script: reset + helpers + table + wall + floor + curtains. Then check screenshot.\n\nActually, I want to be efficient: write big scripts but verify at each stage with viewport screenshots (workbench/eevee preview is fine for geometry check; cycles for lighting check later).\n\nLet me go. Script 1: scene reset, materials helper, table/floor/wall/curtains.\n\nNote on materials: define once in a materials script, reuse via bpy.data.materials.get.\n\nCurtain mesh: build grid manually.\n\n```python\ndef build_curtain(name, x0, x1, z_bot, z_top, y_base, waves, amp, phase, mat):\n    NX=48; NZ=24\n    verts=[]; faces=[]\n    for j in range(NZ+1):\n        z=z_bot+(z_top-z_bot)*j/NZ\n        t=(z_top-z)/(z_top-z_bot)  # 0 top,1 bottom\n        for i in range(NX+1):\n            x=x0+(x1-x0)*i/NX\n            u=i/NX\n            y=y_base + amp*(0.35+0.65*t)*(math.sin(u*math.pi*2*waves+phase)+0.35*math.sin(u*math.pi*2*waves*2.7+phase*1.7))\n            verts.append((x,y,z))\n    for j in range(NZ):\n        for i in range(NX):\n            a=j*(NX+1)+i; b=a+1; c=a+NX+2; d=a+NX+1\n            faces.append((a,b,c,d))\n    ...\n    solidify + subsurf(2) ... careful subsurf on open grid fine.\n```\n\nAlso rotate curtains slightly inward? Left curtain: rotate around Z? They hang on wall; keep flat-ish. To suggest \"facing\", angle: left curtain rotated -15° (top-back?) I'll keep flat; fine.\n\nWall: box from x -1.2..1.2, y 0.50..0.56, z 0..1.9. Side walls? For orbit realism add back wall too? Not needed; orbit camera presumably looks at scene center — behind the wall there'd be void. Add a second wall box behind (y -1.4?) Hmm, orbit sees from all directions: front (main), sides, back. From back, they'd see wall's back + nothing else; acceptable dark. Add floor large enough (4x4). OK.\n\nNow write code. I'll be generous with helper robustness.\n\nAlso remember: `bpy.ops.mesh.primitive_monkey_add` — verify existence; if AttributeError, fallback plan. Let me include a check early.\n\nFor text in scene? No text needed. \"Graphics in-joke\" lands via the objects themselves. Maybe engrave? Not needed. Could add a tiny pixel or RGB elements... The Cornell nod covers the joke-layer. Also could add a small \"Suzanne\" nameplate? skip.\n\nAlso consider adding a wireframe teapot easter egg? No — keep painting coherent.\n\nLet me also plan the green/red drape pairing with a neutral grey center — plus echo: red book on left, green book on right under objects? Books under Suzanne (left side) red; a green book lying near bunny/candle (right). Nice echo, strengthens Cornell read both at wall and table level. Yes — do it: left book cover deep crimson, right book deep green, pages cream. Subtle but present.\n\nOrder of scripts:\nS1: reset, helpers, settings.\nS2: environment (floor, wall, table+legs).\nS3: curtains (red/green) + wall band.\nS4: cloth sim tablecloth.\nS5: teapot.\nS6: bunny.\nS7: suzanne + plinth + books.\nS8: sphere, candlestick+candle+flame, apple, grapes.\nS9: lights + camera.\nS10: viewport cycles screenshot, iterate materials/lights.\nS11: final render preview at 768, adjust, save.\n\nLet me write S1+S2 together, keeping each call moderate.\n\nActually tool calls are sequential; combine related stages per call to reduce roundtrips, but keep debuggability. I'll do:\n\nCall 1: reset + settings + helpers + floor/wall/table/legs.\nCall 2: curtains.\nCall 3: cloth sim.\nCall 4: teapot.\nCall 5: bunny (heavy-ish).\nCall 6: suzanne+books.\nCall 7: props.\nCall 8: lights+camera.\nCall 9+: preview/iterate.\n\nWrite Call 1 code:\n\n```python\nimport bpy, math, os\nfrom mathutils import Vector\n\n# --- reset ---\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor coll in list(bpy.data.collections):\n    if coll.name != 'Collection' and coll.users == 0:\n        bpy.data.collections.remove(coll)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.resolution_percentage = 100\nscene.render.image_settings.file_format = 'PNG'\ntry:\n    scene.view_settings.look = 'AgX - Medium High Contrast'\nexcept Exception:\n    pass\nscene.view_settings.exposure = 0.0\n\n# world dark\nw = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\nscene.world = w\nw.use_nodes = True\nbg = w.node_tree.nodes.get('Background')\nbg.inputs['Base Color'].default_value = (0.008, 0.007, 0.006, 1)\nbg.inputs['Strength'].default_value = 1.0\n\n# helpers\ndef new_mat(name):\n    m = bpy.data.materials.get(name) or bpy.data.materials.new(name)\n    m.use_nodes = True\n    return m\n\ndef principled_of(mat):\n    return next(n for n in mat.node_tree.nodes if n.type=='BSDF_PRINCIPLED')\n\ndef set_input(node, name, value):\n    inp = node.inputs.get(name)\n    if inp is not None:\n        inp.default_value = value\n```\n\netc. Then materials: wood_dark, wall_grey, floor_wood.\n\nFloor: plane 6x6 at z=0 with wood mat + noise bump.\nWall: box.\nTable: top box + 4 legs + maybe front apron.\n\nBox helper:\n\n```python\ndef box(name, loc, scale, mat=None, bevel=0.0):\n    bpy.ops.mesh.primitive_cube_add(location=loc)\n    o=bpy.context.active_object; o.name=name\n    o.scale=(scale[0]/2, scale[1]/2, scale[2]/2)\n    bpy.ops.object.transform_apply(scale=True)\n    if bevel>0:\n        mod=o.modifiers.new('Bevel','BEVEL'); mod.width=bevel; mod.segments=2\n    if mat: o.data.materials.append(mat)\n    return o\n```\n\nOK writing final code now. Also noise-bump helper:\n\n```python\ndef add_noise_bump(mat, scale=6, strength=0.2, detail=3):\n    nt=mat.node_tree; p=principled_of(mat)\n    tex=nt.nodes.new('ShaderNodeTexNoise'); tex.inputs['Scale'].default_value=scale; tex.inputs['Detail'].default_value=detail\n    bump=nt.nodes.new('ShaderNodeBump'); bump.inputs['Strength'].default_value=strength; bump.inputs['Distance'].default_value=0.05\n    nt.links.new(tex.outputs['Fac'], bump.inputs['Height'])\n    nt.links.new(bump.outputs['Normal'], p.inputs['Normal'])\n    return tex,bump\n```\n\nFine. Let me write everything now. I'll aim for careful, correct code since each fix costs a roundtrip.\n\nWood material with grain: Noise scale 5 + Wave bands X scale 3 distortion — keep simple: Noise→ColorRamp dark browns → Base Color; plus bump. \n\nTable dims: top 1.35 x 0.9 x 0.04, top surface z=0.72 → center z=0.70. Legs at (±0.58, ±0.36), size 0.06x0.06x0.68, center z=0.34. Apron boxes under top front/back.\n\nWall: center y=0.55, box (3.0, 0.12, 2.4) center z=1.2 → spans 0..2.4. Grey plaster color (0.035,0.032,0.03) with noise bump.\n\nFloor: (0,0,0) size 8.\n\nAlso ceiling? not visible.\n\nNow curtains (call 2): as designed. Velvet mats: red (0.30,0.015,0.02) roughness 0.55 sheen 1.0 tint? Principled 'Sheen Weight'=0.8, 'Sheen Roughness'? set sheen weight 0.6. Green (0.012,0.10,0.045).\n\nAlso a center grey cloth? No — wall shows between curtains: good neutral.\n\nCurtain tops hidden above frame; bottom ends below tabletop behind table (z_bot=0.45). z_top=1.7.\n\nLeft curtain x -0.72..-0.16 (width 0.56), right x 0.18..0.72. Camera FOV covers about x -0.5..0.5 at wall distance — curtains visible partially, wall center visible. Actually camera covers at y=0.55: distance from camera y=-1.25 → 1.8m; frame width = 2*1.8*tan(19.8°) ≈ 1.29m → x -0.62..0.66 roughly. So curtains cover edges well, center grey band 0.34 wide — good.\n\nHmm wait: I want the red/green to read \"strong\" — 0.5m curtains each ~40% of frame width total. Good.\n\nCloth sim (call 3): plane 1.5 x 1.05 at z=0.755 (5mm+ above top). Grid: create mesh via bmesh? Use bpy.ops.mesh.primitive_grid_add(x_subdivisions=..., y_subdivisions=...) — grid add has x_subdivisions/y_subdivisions args (vertices count). Use 80x60 verts → 4.8k verts ok. Cloth modifier: settings: quality=6; mass=0.3; tension_stiffness=20, compression_stiffness=20, shear_stiffness=15, bending_stiffness=0.5? For velvet heavier: mass 0.5, bending 1.0. Use preset? PropertyGroup ClothSettings: cloth.quality, cloth.mass, cloth.tension_stiffness... effector weights gravity default. Collision settings on table: add Collision modifier to table top; settings: thickness_outer=0.006? collision.cloth_friction=8. Also self-collision maybe off for speed; enable with quality 2 distance 0.004? Self collision prevents ugly intersections at hanging folds. Enable at low quality.\n\nSim: scene.frame_start=1, frame_end=80. Point cache frame_end=80. Loop frame_set(1..70). Then apply cloth modifier at frame 70 via modifier_apply? Applying cloth: bpy.ops.object.modifier_apply(modifier=cloth.name) — captures current evaluated state? modifier_apply on cloth applies the current frame's shape as new base mesh — yes it does (it applies modifier result). Then remove subsurf order: add Subsurf AFTER cloth (subsurf level 2) then when applying apply only cloth... modifier_apply applies single modifier; cloth is first, subsurf second — applying first modifier with later ones present works (it applies and keeps others). Good: add solidify too: order cloth→subsurf→solidify? Solidify after subsurf gives even thickness. Apply cloth only, keep subsurf+solidify live.\n\nCloth initial: to encourage folds at front edge, offset plane so more hangs at front (y -0.60..0.45): front overhang 0.60-0.42=0.18m hang. Side overhang small (0.07 each) → slight side drape. Back overhang ~0.03.\n\nAdd slight initial z variation? No.\n\nPinned? No pins; friction holds it.\n\nThen shrinkwrap? no.\n\nAfter sim, cloth top surface ≈ 0.72 + cloth distance ~0.005 → 0.726. Set objects' base z = 0.727. I'll define TABLE_Z = 0.727 constant in later scripts (recompute via raycast? just constant + visual check).\n\nRisk check on cloth stiffness property names in 4.x: ClothSettings has tension_stiffness, compression_stiffness, shear_stiffness, bending_stiffness, tension_damping etc. mass → 'mass'. quality exists. CollisionSettings: 'thickness_outer', 'cloth_friction', 'use_self_collision'? self-collision is in cloth settings: cloth.use_self_collision? Hmm: self collisions under cloth settings: `cloth.use_self_collision`? I recall CollisionSettings has nothing self; ClothSettings has... Actually self-collision: particle/cloth — in Blender UI it's under Cloth > Object Collisions / Self Collisions toggles: `cloth.collision_settings.use_self_collision`? Let me think: ClothSettings has collision_settings pointer (CollisionSettings) which has use_collision, use_self_collision? Hmm. In Blender source: CollisionSettings has `use_self_collision`? I believe self-collision toggle lives in CollisionSettings as use_self_collision with self_distance_min? Hmm, uncertain. Safer: skip self-collision (default off) to avoid property errors; wrap all cloth property sets in try/except to be safe. Folds at front edge without self-collision can interpenetrate slightly but usually fine visually.\n\nAlso enable `use_pin_cloth` False default fine.\n\nBunny voxel remesh: `bpy.ops.object.voxel_remesh()` uses obj.data.remesh_voxel_size. In 4.x it's `bpy.ops.object.voxel_remesh()` still valid (object mode). Set obj.data.remesh_voxel_size=0.0032. adaptivity? `obj.data.remesh_voxel_adaptivity` default 0.\n\nSuzanne size: primitive_monkey_add(size=2?) — signature (size=2.0?). I'll add then scale to target: head height ~0.13: default monkey is ~1.7 tall? After add with size 2.0? default size=2.0 gives ~2.7? I'll compute bbox and scale to 0.14 height.\n\nSubsurf on monkey: levels 2 render 2.\n\nBronze: base (0.12,0.07,0.04), metallic 0.95, roughness 0.32 + noise→roughness via colorramp? Use Noise→Ramp(0.25..0.45)→Roughness, plus bump 0.15. Patina hint: mix slight green via LayerWeight? Keep simple: subtle green tint in crevices hard without AO node; use AO node → multiply color with dark green tint: ShaderNodeAmbientOcclusion exists in Cycles (4.x yes). ao → ramp → mix base. I'll do modest: mix color between bronze and dark patina (0.05,0.08,0.05) using AO.\n\nCheckered sphere material: Checker Texture (scale via Mapping? Checker has Scale input) scale 5, Color1 (0.75), Color2 (0.04), metallic 1, roughness 0.06. Slight roughness variation: checker → map range → roughness 0.05/0.12. nice touch.\n\nCandle wax: cream (0.55,0.45,0.32), roughness 0.4, subsurface weight 0.15 radius warm.\n\nFlame mat: Emission node → surface; color (1.0,0.45,0.08), strength 12. Sphere scaled teardrop; also inner small white core? Keep single.\n\nLights: \n- key area: loc (-0.95,-0.35,1.75), energy 220, color (1.0,0.68,0.38), size 0.45, shape 'DISK'? Area shape property 'DISK'/'SQUARE' etc. point at target via rotation computed with to_track_quat.\n- spot shaft (optional second): skip initially.\n- candle point: (flame world pos), energy 6W, color (1.0,0.5,0.18), shadow soft.\n- fill area right: loc (0.9,-0.2,1.2), energy 25, color (0.55,0.65,0.85), size 0.8.\n- top-back hair light small: loc (0.1,0.4,1.8) energy 40 color warm-neutral size 0.3 pointed down at group — adds edge separation. Try.\n\nExposure: likely need +0.5..1.5. Iterate on render.\n\nCamera: loc (0.0,-1.22,1.02), target (-0.03,0.12,0.80). 50mm. DOF: focus object = teapot empty, fstop 6.3? Might blur bg nicely. Keep fstop 8 subtle.\n\nAlso final square 1536².\n\nObject placement (z base = 0.727 unless on books):\n- Teapot: center (-0.08, 0.10). Facing: spout toward camera-left-front (rotate Z ~25° so spout at +X? spout built at +X; rotate so spout points front-left: rot z ≈ 30°? Let me have spout pointing left (−X) for classic profile reading: rotate 180+? With spout at +X, rotZ 150° puts spout toward -X slightly front. I'll rotate z=200° (spout at -X, tilted toward front slightly). Check in render; profile-ish view reads best.\n- Sphere: (0.16,-0.14) r 0.062 → center z = 0.727+0.062=0.789.\n- Bunny: (0.26,0.12) facing -X (rotZ 180 → faces -X). Length along X 0.19: spans 0.165..0.355 ok. Slight rotZ 170 for angle.\n- Books stack: (-0.30,0.20): book1 (0.24x0.17x0.032) rotZ 4°, book2 (0.21x0.155x0.028) rotZ -6° on top. Plinth on book2: base z = 0.727+0.032+0.028=0.787. Plinth height 0.045. Suzanne center z ≈ 0.787+0.045+0.07=0.90, head top ~0.97. Bust faces camera: monkey default faces +Z? Monkey faces... Suzanne's face looks toward -Y? The monkey model faces +Y? I think Suzanne faces the viewer in front view (looking -Y)? Hmm: add monkey in Blender, face looks toward -Y (front view). I'll verify via screenshot and rotate so she gazes at camera (toward -Y) with slight tilt. rotZ maybe -15°.\n- Candlestick: (0.34,0.26) total top ~0.727+0.075+0.07+0.012=0.885. Flame ~0.885.\n- Apple: (-0.28,-0.13).\n- Grapes: (0.03,-0.19) front-center, few spilled toward sphere.\n- Green book lying on table right: (0.30,-0.02) rotZ -20°, size 0.19x0.135x0.024, candlestick NOT on it — candlestick on table. Book near bunny front. Hmm clutter: bunny at (0.26,0.12), green book at (0.28,-0.05)? Sphere at (0.16,-0.14)... tight but overlapping depth is desired. Move green book under candlestick at right-back (0.36,0.24)? Then red book left under Suzanne stack (left side) — yes! Book stack colors: make bottom book red (crimson leather), top book dark brown. Right: green book lying flat with candlestick on top? Candlestick on book adds height variance. Do: candlestick on table at (0.36,0.27); green book flat at (0.30,0.02) partially under bunny? overlapping fine: place at (0.33,-0.03) rotZ -15°, bunny sits at (0.24,0.12) behind it.\n\nWait: bunny at 0.24 with length 0.19 → spans x 0.15..0.34; green book at x 0.24..0.42 — overlapping heavily; visually okay (bunny behind book, book front-right). Hmm sphere at (0.16,-0.14) might collide with book corner. Sphere r 0.062 → spans x 0.10..0.22, y -0.20..-0.08; book spans y -0.10..0.04 rotated — close but should just touch. Fine, check visually.\n\nTeapot at (-0.08,0.10) with handle/spout spans x -0.23..0.07, y 0.02..0.18 roughly (after rotation diagonal). Apple (-0.28,-0.13) fine. Grapes (0.02,-0.20): spans small. Table front edge y=-0.45 — objects 0.2+ from edge... composition wants some objects near edge: sphere y -0.14..-0.20 edge of sphere at -0.202; grapes at -0.19~-0.23 near edge. ok.\n\nFront edge of table at y=-0.45, table top z 0.72. Camera at y=-1.22 z=1.02 looking at (0,0.1,0.80): the front edge appears in lower frame. \n\nCandle position vs curtain: candle at y 0.27 close to curtain y 0.45 fine.\n\nSuzanne on books at (-0.30,0.20) — near left curtain (x -0.30 within curtain x-range -0.72..-0.16 → red backdrop behind Suzanne — nice portrait contrast).\n\nTeapot center-frame slightly left with grey wall + edge of red curtain behind. Sphere right with green curtain behind → chrome ball reflects red curtain left side! Great Cornell joke: the checkered sphere reflecting the box.\n\nLight from left: window shaft from upper left front. Warm.\n\nAlso add subtle props maybe a walnut? Enough.\n\nText/plaque: skip.\n\nOne more required check: \"no imported meshes\" — all procedural. Suzanne via built-in primitive op is not an import — it's generated in-scene. Good.\n\nNow, write the code. Careful with API details:\n\n- primitive_grid_add: `bpy.ops.mesh.primitive_grid_add(x_subdivisions=81, y_subdivisions=61, size=1, location=...)` then scale? Grid size param: total size = size? For grid, 'size' is side length. I'll create with size=2 then set scale (0.75, 0.525) → dimensions 1.5x1.05, apply scale.\n\n- Cloth modifier: `mod = obj.modifiers.new('Cloth','CLOTH')`; settings at `mod.settings` ( ClothSettings ), collision at `mod.collision_settings`. Table: `col = table.modifiers.new('Collision','COLLISION')`; settings via `table.collision` (Object.collision) after adding modifier? `bpy.ops.object.modifier_add(type='COLLISION')` creates; collision settings accessed via `obj.collision` (CollisionSettings) — property obj.collision exists once collision modifier added. thickness: obj.collision.thickness_outer = 0.008, cloth_friction = 10.\n\n- After sim loop: set frame to chosen, then apply: bpy.context.view_layer.objects.active=cloth_obj; bpy.ops.object.modifier_apply(modifier='Cloth').\n\n- Subsurf + Solidify added after.\n\nOrder: add subsurf modifier BEFORE sim? No — sim on base grid; subsurf after cloth in stack so sim runs on coarse mesh: stack: Cloth (top), Subsurf, Solidify. Apply only Cloth.\n\nNote: modifier_apply requires object mode & object active/selected.\n\nFrame stepping: for f in range(1,71): scene.frame_set(f). 70 frames.\n\nPotential issue: cloth plane may slide off table sides due to no pins; friction 10 should hold. If slides, add pin group at back edge corners. I'll add pins: pin the back row of verts (y max) with low stiffness? Pinning back edge keeps it on table. Do: vertex group 'Pin' = verts with y>0.5 (back edge local) → cloth.settings.vertex_group_mass='Pin'; pin_stiffness? hmm `cloth.settings.pin_stiffness`? exists? there's `pin_stiffness` in ClothSettings? I think yes ('pin_stiffness'). Wrap in try. Actually pinning back edge in air above table back — the back edge rests on table anyway. Pin just 4 corner verts? Pinning mid-air points could stretch. Simply pin nothing, friction high (20), mass 0.4 — fine.\n\nAlternatively skip sim risk... no, try it.\n\n- Voxel remesh op context: needs active object in object mode. ok.\n\n- Monkey op: `bpy.ops.mesh.primitive_monkey_add(location=...)` — params: radius? It's 'size' I believe (like others). I'll use no size arg; then scale.\n\nCheck: does `bpy.ops.mesh.primitive_monkey_add` exist? I'm quite sure yes (blender 2.8+ includes it in mesh primitives? hmm, actually monkey add is part of \"Add Mesh\" extra? No — \"Monkey\" is in the Add>Mesh menu by default since 2.80 — it's built into bl_operators? It's `bpy.ops.mesh.primitive_monkey_add` defined in C? Let me just test hasattr at runtime and print.)\n\nIf missing, fallback: build stylized monkey from spheres (head, muzzle, ears, brow) — doable but let's hope.\n\n- Text objects: none.\n\n- Area light rotation: \n```python\ndef point_at(obj, target):\n    d = (Vector(target)-obj.location).normalized()\n    obj.rotation_euler = d.to_track_quat('-Z','Y').to_euler()\n```\nFor spot too.\n\n- Light energy units: area light in W. For 0.45m disk at ~1.5m: try 200W first, exposure 0. AgX handles.\n\nCamera DOF: cam.data.dof.use_dof=True; focus_object=teapot root empty; aperture_fstop=7.\n\nNow color management look name in Blender 4.x: 'AgX - Medium High Contrast'. In 3.x with Filmic it'd fail → try/except with fallback 'Medium High Contrast'.\n\nAlso set scene.cycles.preview_samples=24, and for test renders resolution_percentage=50 etc. Final left at 1536/64 since benchmark overrides anyway.\n\nFilm: transparent False. \n\nRender engine for viewport check: CYCLES CPU might be slowish but okay for small preview in viewport (viewport default 32... viewport samples = scene.cycles.preview_samples). Screenshot after letting it refine? The screenshot tool captures whatever current state; progressive refine may still be noisy. Alternative: do an actual low-sample render via render_viewport_to_path? That returns nothing viewable... Actually I can't read file contents as image. So viewport screenshot is my only visual. Viewport rendered mode refines continuously; screenshot catches current samples — set preview samples 64 and wait? Can't wait directly... execute code with time.sleep? The screenshot happens after code returns; viewport render continues in background between calls — by the time I issue screenshot call (next message roundtrip), several seconds pass, likely refined enough.\n\nSet viewport to RENDERED shading: find window screen area VIEW_3D spaces[0].shading.type='RENDERED'; also set scene.render.engine='CYCLES'.\n\nBut cycles device: CPU default; fine.\n\nFor framing checks early (geometry), use material preview or solid shading screenshot — faster. I'll use 'MATERIAL'? Material preview uses EEVEE; good for layout. Then switch to RENDERED (Cycles) for lighting checks.\n\nAlright — also remember EEVEE in 4.2 is 'BLENDER_EEVEE_NEXT'; viewport material preview handles automatically.\n\nLet me also decide final save path: os.path.join(os.path.expanduser('~'), 'dutch_cg_still_life.blend')? Hmm benchmark harness may have opened blender with a file? get_blendfile_summary_path_info will tell current path. I'll check at start and save there or default save_mainfile() if path set; else set to cwd/scene name.\n\nAlright, begin. Also quickly check monkey operator + blender version in call 1 and report in result.\n\nLet me now write Call 1.\n\n```python\nimport bpy, math, os\nfrom mathutils import Vector\n\nresult = {}\n\n# reset\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.cycles.preview_samples = 32\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.resolution_percentage = 100\nscene.render.image_settings.file_format = 'PNG'\nscene.render.film_transparent = False\ntry:\n    scene.view_settings.look = 'AgX - Medium High Contrast'\nexcept Exception as e:\n    try:\n        scene.view_settings.look = 'Medium High Contrast'\n    except Exception:\n        pass\n\nw = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\nscene.world = w\nw.use_nodes = True\nbg = w.node_tree.nodes.get('Background')\nbg.inputs['Base Color'].default_value = (0.006, 0.005, 0.004, 1)\nbg.inputs['Strength'].default_value = 1.0\n\nresult['blender'] = bpy.app.version_string\nresult['has_monkey'] = hasattr(bpy.ops.mesh, 'primitive_monkey_add')\nresult['filepath'] = bpy.data.filepath\n```\n\nPlus helpers defined (they don't persist across calls! Each execute_blender_code runs in same Blender process — the Python console namespace? The executed code's globals: do definitions persist? The MCP execute_blender_code typically exec's in a persistent namespace (like __main__ or a dedicated dict). Not guaranteed. Safer: re-define helpers in each call, or store helper functions in bpy.app.driver_namespace which persists. I'll attach helpers to bpy.app.driver_namespace['H'] and reuse. Or simply include helper defs in each script (verbose but safe). I'll create a helpers module string stored in driver_namespace and exec it each call:\n\n```python\nbpy.app.driver_namespace['H'] = {...functions...}\n```\n\nFunctions defined in call persist if stored there. I'll do that: define helpers, stash dict.\n\nLet me write the helper set:\n\n- mat(name) get/create with nodes\n- P(mat) principled node\n- setp(mat, **kwargs) set principled inputs by name\n- noise_bump(mat, scale, strength, distance, detail)\n- box(name, loc, dims, mat, bevel)\n- lathe(name, profile, mat, segments=64, loc=(0,0,0))\n- tube(name, pts, radii, bevel, mat) curve\n- uv_sphere(name, loc, scale, mat, seg=48, ring=24)\n- point_at(obj, target)\n- look_at cam\n\nOK writing now. Also floor/wall/table in call 1? Keep call 1 = reset+helpers+report. Then environment. Small calls = easier debugging.\n\nCall 2 (environment): floor, wall, side walls? add left/right wall segments for orbit realism? The orbit: dark room around. Add just back wall + floor; plus maybe two angled side \"wall wings\" (grey) far edges? Skip.\n\nTable wood mat with grain:\nNoise(scale 4, detail 4) → ramp dark browns (0.012,0.006,0.003)-(0.05,0.025,0.012) → base color; Wave bands X scale 2 distortion 7 detail... combine: use Noise for color, Wave for bump subtle. Keep moderate.\n\nWall mat: plaster: base (0.032,0.030,0.028), noise bump strength 0.25 scale 8.\n\nFloor mat: dark planks: base (0.015,0.009,0.006) rough 0.6, noise bump.\n\nCurtain mats in call 2 as well (used in call 3).\n\nAll materials stored in bpy.data so persist.\n\nProceed to write all calls. Let me be decisive on numbers.\n\nEnvironment code:\n\n```python\nH = bpy.app.driver_namespace['H']\n\nfloor = H['box']('Floor', (0,0,-0.05), (8,8,0.1), floor_mat)\nwall = H['box']('BackWall', (0,0.62,1.2), (4.0,0.12,2.4), wall_mat, bevel=0.0)\n\ntable top: ('TableTop', (0,0,0.70), (1.35,0.90,0.04), wood, bevel=0.008)\naprons: front (0,-0.415,0.655) dims (1.25,0.03,0.05); back same y=0.415; sides (±0.635,0,0.655) dims (0.03,0.80,0.05)\nlegs: (±0.60,±0.36,0.34) dims (0.065,0.065,0.68)\n```\n\nWait apron z: under top bottom (top spans z 0.68..0.72): apron center z 0.655 spans 0.63..0.68 ok.\nLegs z 0..0.68.\n\nCurtains as planned.\n\nTeapot code:\n\n```python\nbody_prof = [\n (0.0,0.000),(0.030,0.000),(0.052,0.002),(0.070,0.010),(0.086,0.026),\n (0.094,0.048),(0.094,0.066),(0.086,0.088),(0.072,0.106),(0.060,0.118),\n (0.056,0.126),(0.057,0.131),  # rim lip\n (0.045,0.129),(0.020,0.127),(0.0,0.127)  # close top\n]\nlid_prof = [\n (0.0,0.130),(0.042,0.130),(0.052,0.133),(0.050,0.139),(0.040,0.147),\n (0.024,0.152),(0.012,0.153),\n (0.011,0.157),(0.014,0.161),(0.013,0.167),(0.007,0.171),(0.0,0.172)\n]\n```\n\nLid sits above rim with small gap - fine.\n\nSpout pts (local, +X): \n[(0.060,0,0.030) r1.0? use radius values relative to bevel... I'll pass radii absolute: \npts: (0.058,0,0.028) r0.021; (0.092,0,0.032) r0.018; (0.118,0,0.048) r0.014; (0.135,0,0.075) r0.011; (0.142,0,0.105) r0.009; (0.143,0,0.126) r0.0085. Tip tilt: set last bp tilt? skip.\n\nHandle pts (-X): (-0.082,0,0.096) r0.011; (-0.122,0,0.104) r0.0115; (-0.144,0,0.088) r0.011; (-0.146,0,0.060) r0.0105; (-0.132,0,0.036) r0.010; (-0.098,0,0.028) r0.0095? Ends embed into body (body max r 0.094 at z 0.05-0.09; at z 0.096 body r≈0.086; so handle start x -0.082 inside body ok; bottom attach z 0.028 body r ~0.088 → -0.098 outside slightly... extend bottom point to -0.088: adjust last pt (-0.090,0,0.026).\n\nCeramic mat: ivory (0.62,0.55,0.45)? Under warm light and AgX, aim for warm white: base (0.55,0.50,0.42), roughness 0.22, coat 0.4? Add subtle noise to roughness & tiny bump (crazing): noise scale 35 strength 0.06 distance 0.02. Also very subtle color variation via noise ramp.\n\nConvert curves to mesh at end: select spout/handle, bpy.ops.object.convert(target='MESH').\n\nParent all teapot parts to Empty 'Teapot' at origin then set empty location/rotation. Join instead: simpler transform: create all at final position directly by transforming object data? I'll parent to empty and move empty. For GLB, empties export fine as nodes.\n\nBunny code:\n\n```python\nparts = []\ndef s(loc, scale): parts.append(H['uv_sphere']('bunny_part', loc, scale, None, 40, 20))\ns((0,0,0.062),(0.082,0.058,0.062))       # body\ns((-0.052,0,0.052),(0.055,0.056,0.052))  # haunch\ns((0.052,0,0.088),(0.040,0.038,0.038))   # head\ns((0.080,0,0.076),(0.026,0.026,0.024))   # muzzle/cheek\ns((0.020,0,0.052),(0.045,0.042,0.045))   # chest\ns((-0.088,0,0.066),(0.020,0.020,0.020))  # tail\ns((0.058,0.024,0.020),(0.032,0.014,0.018)) # paw R\ns((0.058,-0.024,0.020),(0.032,0.014,0.018))# paw L\n# ears: long axis X tilted back-up\nearL = H['uv_sphere']('bunny_part',( -0.010,0.020,0.128),(0.052,0.013,0.020),None,32,16); earL.rotation_euler[1]=math.radians(38)\nearR = ... y=-0.020, same rot\n```\n\nThen join all: select parts, active=first, join. Then voxel_remesh size 0.0035? bunny width ~0.19 → 54 voxels — ears only 0.026 thick → ~7 voxels ok. Use 0.003 for safety (63). Remesh may fill gaps between ear and head if close — ears near head will fuse — good (Stanford bunny ears connect).\n\nAfter remesh: shade smooth (polygons smooth). Then object rotZ 180°+ a bit, loc (0.26,0.12,0.727).\n\nTerracotta mat: base (0.28,0.115,0.07), roughness 0.55, noise color ramp subtle + bump 0.1. Maybe make it dark bronze instead? Terracotta pops warm against dark; good with key light. Keep terracotta.\n\nSuzanne code:\n\n```python\nbpy.ops.mesh.primitive_monkey_add(location=(0,0,0))\nmonkey = bpy.context.active_object; monkey.name='Suzanne'\n# scale to height 0.135\n```\nMonkey default: size 2.0 → height ~1.7? Compute dims after add: scale factor = 0.135/dim.z. rot: face -Y? Determine after screenshot; assume default faces +Y? Hmm. In Blender, Add Mesh Monkey: the face looks towards -Y? Front view (numpad 1, looking along +Y... front view shows monkey face) → face points -Y. I'll assume -Y, rotate Z so she gazes slightly left: rotZ -12°? Then also slight tilt X (chin down) 5°? Actually monkeys at rot X 0 face horizontal. fine.\n\nSubsurf 2. Bronze mat with AO patina.\n\nPlinth: lathe profile:\n[(0,0),(0.042,0),(0.045,0.006),(0.038,0.012),(0.030,0.016),(0.028,0.028),(0.032,0.034),(0.036,0.038),(0.0,0.038)] top closed. Hmm need underside? sits on book, bottom open invisible. Marble dark: base (0.06,0.055,0.05), noise veins? simple noise bump, roughness 0.3.\n\nBooks code with covers red/brown/green:\n\n```python\ndef book(name, loc, dims, rotZ, cover_mat):\n    cover = box(...); pages = box pages dims (x-0.008, y-0.012, z*0.72) offset y +0.003? fore-edge at +Y? Actually pages inset on 3 sides: offset pages toward spine: spine at -X? Let spine be -Y side... Keep simple: pages centered but smaller, cover slightly larger: looks book-like enough with bevel. Add spine rounding via bevel 0.004.\n```\n\nRed book under Suzanne: loc (-0.30,0.20,0.727+0.016) dims (0.25,0.18,0.032) rotZ 5°; brown book on top loc z +0.030 dims (0.22,0.16,0.028) rotZ -7°.\nGreen book right: (0.31,-0.01,0.727+0.013) dims (0.21,0.15,0.026) rotZ -18°.\n\nLeather mats: red (0.22,0.02,0.02) rough 0.5 noise bump; brown (0.09,0.045,0.02); green (0.03,0.10,0.04). Pages cream (0.42,0.36,0.26) rough 0.7 with noise bump fine stripes? plain.\n\nSphere: uv_sphere seg 64 ring 32 r 0.062 at (0.16,-0.14,0.789). Checker mat as planned: Checker scale 6.\n\nCandlestick profile:\n[(0,0),(0.042,0),(0.046,0.003),(0.040,0.008),(0.024,0.012),(0.014,0.016),(0.011,0.024),(0.010,0.052),(0.013,0.058),(0.026,0.060),(0.028,0.064),(0.022,0.066),(0.016,0.067),(0.016,0.072),(0,0.072)] — cup solid-ish top at 0.072; candle r 0.010 from z 0.070 to 0.140. Flame at 0.148 above tip.\nBrass aged: base (0.20,0.12,0.045), metallic 0.9, rough 0.35, noise→rough ramp 0.25-0.5, bump 0.1. darken recesses AO.\n\nCandle: cylinder add radius 0.0105 depth 0.07 at z 0.105 (base 0.070). wax mat.\n\nFlame: sphere scale (0.006,0.006,0.013) at z 0.150; emission mat; also tiny point light at same pos energy 5 color (1,0.5,0.2) shadow_soft_size 0.02.\n\nApple: lathe profile:\n[(0,0.008),(0.010,0.002),(0.020,0.000),(0.028,0.004),(0.031,0.012),(0.030,0.022),(0.025,0.032),(0.016,0.038),(0.006,0.039),(0.002,0.037),(0,0.038)] with stem cylinder tilted at top (0,0,0.038)->len 0.012 r 0.0015. Apple dark red (0.30,0.03,0.02) rough 0.3, noise ramp color (0.2..0.35 red), bump slight. loc (-0.28,-0.12, 0.727).\n\nGrapes: cluster positions around (0.02,-0.19): generate 14 spheres r 0.0105 in rough pile: offsets predetermined list. Dark purple (0.045,0.008,0.05), rough 0.25, subsurface 0.1, coat 0.3. stem: small bent tube.\n\nLights & camera as planned.\n\nAlso maybe add a subtle background \"picture frame\" on wall? skip.\n\nAlright, also consider performance: total objects modest. Cycles at 64 samples 1536² — benchmark handles.\n\nGLB note: benchmark exports; AO node may not bake but fine.\n\nPotential problem: cloth sim determinism/time — acceptable.\n\nLet me also add tiny imperfections: rotate teapot slightly, tilt sphere? sphere uniform. Move on.\n\nEdge case: primitive_monkey_add might not exist → fallback: I'll include in call 6 a fallback simple monkey head built from spheres (head sphere, muzzle, brow, two ears, eyes) — crude but passable. Only if needed.\n\nTime to execute. First call: reset + settings + helpers + report (monkey check, version, filepath).\n\nOne more thing: helper `lathe` normals orientation: my winding (a,b,c,d) with i around and j along profile upward — check normal direction: verts ring i at angle a_i, j index along profile. Face (i*n+j, (i+1)*n+j, (i+1)*n+j+1, i*n+j+1). Cross products determine outward vs inward depending on profile direction (bottom→top, center→out...). If normals end up inward, mesh looks inside-out (Cycles renders backface too with same material — two-sided by default in Cycles, so visually okay; but solidify/subsurf interactions & smooth shading might darken). To be safe, after lathe creation, recalc normals: bmesh? Use mesh.calc_normals? Simplest: bpy.ops.object.mode edit → select all → normals_make_consistent? In 4.x operator `bpy.ops.mesh.normals_make_consistent(inside=False)` — still exists? It was renamed... there's `bpy.ops.mesh.normals_make_consistent` historically; newer: 'mesh.normals_make_consistent' still available in 4.x? I think yes. Alternatively in code: iterate polygons, if normal points toward axis... Simpler: build lathe with profile ordered so winding gives outward normals and verify visually.\n\nCompute: ring i angle θ, ring i+1 θ+dθ. v(a)= r(cosθ,sinθ), profile (r,z) increasing upward. Take quad corners: A=(r_j at θ), B=(r_j at θ+dθ), C=(r_{j+1} at θ+dθ), D=(r_{j+1} at θ). Normal ∝ (B-A)×(D-A)? For face winding (A,B,C,D) normal = sum... approx (B-A)×(C-A). B-A ≈ r dθ(-sinθ, cosθ,0) (tangential, t̂). C-A ≈ tangential + radial/vertical. Compute with r const: B-A=t̂ r dθ; C-A = t̂ rdθ + ẑ dz (if profile moving up at same r). (B-A)×(C-A) = (t̂)×(ẑ) rdθ dz. t̂×ẑ =? cylindrical: r̂×t̂=ẑ → t̂×ẑ = r̂. So normal ∝ r̂ * (rdθ dz) → outward if rdθ dz >0. dθ>0, dz>0 → outward. So with profile going upward (z increasing) and CCW rings, winding (A,B,C,D) gives outward normals. My profile starts bottom (z=0) goes up — good, and closing parts at top where r decreases but dz ~0: C-A then radial inward (r decreasing): B-A tangential; C-A = t̂ rdθ + r̂ dr (dr<0). (B-A)×(C-A) = t̂×(t̂ rdθ + r̂ dr) = (t̂×r̂) dr = -ẑ dr = ẑ|dr| → up. For top surface closing, normal up = outward. \n\nBottom cap: profile starts at (0,0) center going outward at same z: A center-ish... For bottom segment dz=0, dr>0: C-A = t̂ rdθ + r̂ dr → normal (t̂×r̂)dr = -ẑ dr → down. Bottom face normal down = outward. All good with winding (A,B,C,D) and rings CCW when viewed from +Z with θ increasing.\n\nRing CCW: θ = 2π i/N increasing → CCW from +Z. Good.\n\nSmooth shading poles fine.\n\nAlright, code writing time. Also store in driver namespace 'H' plus 'STATE' dict for things like TABLE_Z.\n\nAlso: I'll set scene.frame_start/end for cloth (1..80).\n\nAlso unit scale: default metric fine.\n\nLet me now also think ahead: final touch-ups likely include exposure, curtain brightness, sphere roughness. Fine.\n\nAdditionally the \"shaft of warm light\": to make a visible shaft without volume, I could place a warm glowing window shape out of frame? Not visible. Or fake shafts with a few large soft-edged emissive planes? Would look fake. Better: enable subtle volume: world volume density 0.015? At 64 samples + denoise, world volume noise could be ugly. A contained volume cube (around left side) density 0.02 anisotropy 0.5, spotlight through → visible shaft. Spot with blend 0.6 size 40° from upper-left through window-ish → cone catches dust → shaft! This is the classic. Volumes don't export to GLB (fine, noted as acceptable). Let me try: cube covering scene x -1..0.5, y -0.8..0.6, z 0.6..2.0 with principled volume density 0.03. Test render will show noise level; decide keep/remove. With denoiser at 64 samples, usually acceptable. Let me attempt — the \"shaft of warm light\" is explicitly in the brief. If too noisy, reduce density to 0.015.\n\nUse a SPOT for the shaft (strong directional cone) + area key for soft modeling? Both warm from same direction. Spot energy 300W? Let's see: spot at (-1.1,-0.5,2.1), target teapot area (0,0.1,0.78), spot_size 55°, blend 0.55, color (1.0,0.62,0.32), energy 500 (volumes eat light). Area key at (-0.85,-0.45,1.6) energy 150 size 0.5 color (1.0,0.72,0.45). Tune from renders.\n\nVolume cube material: Principled Volume node: density 0.02, color slight warm grey (0.6,0.55,0.5)?, anisotropy 0.4. Connect to Material Output Volume.\n\nAlso floor/wall catch light pool — chiaroscuro.\n\nOK let me finally start executing.\n\nAlso decide save: after everything, bpy.ops.wm.save_as_mainfile(filepath=os.path.join(os.getcwd(),'dutch_cg_still_life.blend'), check_existing=False). Also maybe save again after final tweaks.\n\nLet me write call 1.","tool_calls":[{"type":"function","index":0,"id":"execute_blender_code_0","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy, math, os\\nfrom mathutils import Vector\\n\\nresult = {}\\n\\n# --- reset scene ---\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\n\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.cycles.preview_samples = 32\\nscene.render.resolution_x = 1536\\nscene.render.resolution_y = 1536\\nscene.render.resolution_percentage = 100\\nscene.render.image_settings.file_format = 'PNG'\\nscene.render.film_transparent = False\\ntry:\\n    scene.view_settings.look = 'AgX - Medium High Contrast'\\nexcept Exception:\\n    try:\\n        scene.view_settings.look = 'Medium High Contrast'\\n    except Exception as e:\\n        result['look_err'] = str(e)\\n\\n# dark world\\nw = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\\nscene.world = w\\nw.use_nodes = True\\nbg = w.node_tree.nodes.get('Background')\\nbg.inputs['Base Color'].default_value = (0.006, 0.005, 0.004, 1)\\nbg.inputs['Strength'].default_value = 1.0\\n\\nscene.frame_start = 1\\nscene.frame_end = 80\\n\\n# ---------------- helpers (persisted in driver namespace) ----------------\\ndef mat(name):\\n    m = bpy.data.materials.get(name)\\n    if not m:\\n        m = bpy.data.materials.new(name)\\n        m.use_nodes = True\\n    return m\\n\\ndef P(m):\\n    return next(n for n in m.node_tree.nodes if n.type == 'BSDF_PRINCIPLED')\\n\\ndef setp(m, **kw):\\n    p = P(m)\\n    for k, v in kw.items():\\n        inp = p.inputs.get(k)\\n        if inp is not None:\\n            inp.default_value = v\\n    return p\\n\\ndef noise_bump(m, scale=6.0, strength=0.2, distance=0.03, detail=3.0):\\n    nt = m.node_tree; p = P(m)\\n    tex = nt.nodes.new('ShaderNodeTexNoise')\\n    tex.inputs['Scale'].default_value = scale\\n    tex.inputs['Detail'].default_value = detail\\n    bump = nt.nodes.new('ShaderNodeBump')\\n    bump.inputs['Strength'].default_value = strength\\n    bump.inputs['Distance'].default_value = distance\\n    nt.links.new(tex.outputs['Fac'], bump.inputs['Height'])\\n    nt.links.new(bump.outputs['Normal'], p.inputs['Normal'])\\n    return tex, bump\\n\\ndef noise_color(m, c1, c2, scale=5.0, detail=4.0, rough_out=None):\\n    nt = m.node_tree; p = P(m)\\n    tex = nt.nodes.new('ShaderNodeTexNoise')\\n    tex.inputs['Scale'].default_value = scale\\n    tex.inputs['Detail'].default_value = detail\\n    ramp = nt.nodes.new('ShaderNodeValToRGB')\\n    ramp.color_ramp.elements[0].color = (*c1, 1)\\n    ramp.color_ramp.elements[1].color = (*c2, 1)\\n    nt.links.new(tex.outputs['Fac'], ramp.inputs['Fac'])\\n    nt.links.new(ramp.outputs['Color'], p.inputs['Base Color'])\\n    if rough_out:\\n        nt.links.new(ramp.outputs['Color'], p.inputs[rough_out])\\n    return tex, ramp\\n\\ndef link_obj(name, mesh):\\n    o = bpy.data.objects.new(name, mesh)\\n    bpy.context.collection.objects.link(o)\\n    return o\\n\\ndef box(name, loc, dims, material=None, bevel=0.0, rot=(0,0,0)):\\n    bpy.ops.mesh.primitive_cube_add(location=loc, rotation=rot)\\n    o = bpy.context.active_object; o.name = name\\n    o.scale = (dims[0]/2, dims[1]/2, dims[2]/2)\\n    bpy.ops.object.transform_apply(scale=True)\\n    if bevel > 0:\\n        mod = o.modifiers.new('Bevel', 'BEVEL'); mod.width = bevel; mod.segments = 2\\n    if material: o.data.materials.append(material)\\n    return o\\n\\ndef lathe(name, profile, material=None, segments=64, loc=(0,0,0)):\\n    verts = []; faces = []\\n    n = len(profile)\\n    for i in range(segments):\\n        a = 2*math.pi*i/segments\\n        ca, sa = math.cos(a), math.sin(a)\\n        for (r, z) in profile:\\n            verts.append((r*ca, r*sa, z))\\n    for i in range(segments):\\n        ni = (i+1) % segments\\n        for j in range(n-1):\\n            a = i*n+j; b = ni*n+j; c = ni*n+j+1; d = i*n+j+1\\n            faces.append((a,b,c,d))\\n    me = bpy.data.meshes.new(name)\\n    me.from_pydata(verts, [], faces); me.update()\\n    for poly in me.polygons: poly.use_smooth = True\\n    o = link_obj(name, me); o.location = loc\\n    if material: me.materials.append(material)\\n    return o\\n\\ndef tube(name, pts, radii, bevel, material=None, loc=(0,0,0), resolution=3):\\n    cu = bpy.data.curves.new(name, 'CURVE'); cu.dimensions = '3D'\\n    cu.resolution_u = 16; cu.bevel_resolution = resolution\\n    spl = cu.splines.new('BEZIER'); spl.bezier_points.add(len(pts)-1)\\n    for bp, co, r in zip(spl.bezier_points, pts, radii):\\n        bp.co = co; bp.radius = r\\n        bp.handle_left_type = 'AUTO'; bp.handle_right_type = 'AUTO'\\n    cu.bevel_depth = bevel\\n    o = link_obj(name, cu); o.location = loc\\n    if material: cu.materials.append(material)\\n    return o\\n\\ndef uv_sphere(name, loc, scale, material=None, seg=40, rings=20):\\n    bpy.ops.mesh.primitive_uv_sphere_add(segments=seg, ring_count=rings, location=loc)\\n    o = bpy.context.active_object; o.name = name\\n    o.scale = scale\\n    bpy.ops.object.transform_apply(scale=True)\\n    for poly in o.data.polygons: poly.use_smooth = True\\n    if material: o.data.materials.append(material)\\n    return o\\n\\ndef cylinder(name, loc, radius, depth, material=None, rot=(0,0,0), verts=32):\\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc, rotation=rot)\\n    o = bpy.context.active_object; o.name = name\\n    for poly in o.data.polygons: poly.use_smooth = True\\n    if material: o.data.materials.append(material)\\n    return o\\n\\ndef point_at(o, target):\\n    d = (Vector(target) - o.location).normalized()\\n    o.rotation_euler = d.to_track_quat('-Z', 'Y').to_euler()\\n\\nH = dict(mat=mat, P=P, setp=setp, noise_bump=noise_bump, noise_color=noise_color,\\n         box=box, lathe=lathe, tube=tube, uv_sphere=uv_sphere, cylinder=cylinder,\\n         point_at=point_at, link_obj=link_obj)\\nbpy.app.driver_namespace['H'] = H\\nbpy.app.driver_namespace['STATE'] = {'TABLE_Z': 0.727}\\n\\nresult['blender'] = bpy.app.version_string\\nresult['has_monkey'] = hasattr(bpy.ops.mesh, 'primitive_monkey_add')\\nresult['filepath'] = bpy.data.filepath\\nresult['cwd'] = os.getcwd()\\n\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Let me plan this still life scene carefully.\n\nThe task: A Dutch Golden Age still life with computer graphics history objects:\n1. Utah Teapot (hero) - ceramic or silver material\n2. Stanford Bunny approximated - crouched rabbit silhouette\n3. Suzanne (Blender monkey head) - as a bust\n4. Reflective checkered sphere - chrome/mirror with checker\n5. Supporting classical prop - candlestick, fruit, book, wine glass\n\nCornell box nod: red element on one side, green on the other, facing each other, neutral white/grey between.\n\nLighting: chiaroscuro, single warm dominant light from one side, dark background.\n\nComposition: table edge lower frame, teapot commanding, slightly elevated camera, ~50mm.\n\nPlan of construction:\n\n1. **Utah Teapot**: Build with screw/spin modifiers or curves. The classic Utah teapot body is a squat rounded shape. I can build it using a profile curve spun with a Screw modifier. Then spout (curve with bevel, tapered), handle (curve with bevel), lid (spun profile + knob). Proportions: classic teapot is about as tall as wide, squat. I know the Utah teapot profile roughly: rounded bottom bulge, narrow neck, lid with small knob. I can hand-craft a profile with points.\n\nActually, let me think about making a decent teapot with a lathed profile. Body profile from center axis (x=0) out: start at (0, 0) bottom center, go out to radius at belly, curve in at shoulder, small neck rim, then lid separately.\n\n2. **Stanford Bunny**: Approximate with metaballs or sculptural primitives joined: body (flattened sphere), head (sphere), ears (flattened elongated spheres folded), haunches (big sphere), tail small. Better: use metaballs converted to mesh for organic blend, or just overlap UV spheres with smooth shading and remesh via voxel remesher to fuse. Voxel remesh would fuse them nicely. Then maybe decimate. Material: terracotta or porcelain? Make it a matte ceramic/terracotta sculpture.\n\n3. **Suzanne**: `bpy.ops.mesh.primitive_monkey_add()` exists in Blender! That gives the actual Suzanne. That's \"modeled in-scene\" — it's Blender's built-in primitive, not an imported mesh. That should be acceptable — it's Blender's own monkey. Add subsurf to smooth. Mount as bust on a small pedestal/plinth. Bronze or marble material. Maybe dark bronze.\n\n4. **Checkered sphere**: UV sphere with glossy material + checker texture controlling roughness/color slightly — the classic is chrome with checker. Make it highly reflective (metallic 1, low roughness) with checker pattern in two-tone (dark/light grey) so reflections show. Checker via Geometry Position -> separate XYZ -> math, or use Checker Texture node. Checker Texture node works in Cycles. For GLB export, procedural textures don't export, but benchmark may bake. Fine.\n\n5. **Props**: \n   - A candlestick with a lit candle (flame) — could serve as the warm light source! That would be great for the genre. But flame rendering: use emission sphere. The dominant warm light could be a warm area light hidden as window shaft from left. A candle on the right could add accent. Let me have: main warm area light from upper left (like window), plus a candle with flame on the right providing secondary warm glow.\n   - Grapes or an apple, lemon with peel curl maybe too complex. Simple: a couple of apples/pears and grapes cluster.\n   - An open book or stack of books — book covers can be the Cornell red/green elements! Red book on left, green book on right. Or draped cloths: red cloth hanging on left wall, green on right.\n\nCornell nod plan: Background wall panels: left wall panel deep red (velvet curtain), right panel deep green, with grey plaster between. Also maybe a red book on the left side of table and green book on right. \"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\". Wall panels would read strongly. Let me do: a red velvet drape on the left side of the background and a green drape on the right, with dark grey wall between. That plus the warm shaft of light from the left.\n\nActually careful: in Cornell box, red is left, green is right (when viewed with light from top). Classic Cornell: red left wall, green right wall. I'll match that: red drape left, green drape right.\n\nTable: wooden table, table edge in lower frame. Draped cloth on table: dark cloth with folds. Cloth sim could be nice but risky; alternatively make cloth with a grid + proportional sculpted waves via displacement. A tablecloth with real fold structure: I can do a cloth simulation quickly (plane subdivided, draped over table box). Cloth sim in background via bpy ops — should work in live Blender. But time and risk... Let me try a cloth sim: create table as box, plane above with subdivisions, pin nothing, let it drape. Use collision on table. That generally works. I'll apply the sim at a settled frame.\n\nAlso backdrop cloth behind with folds? Could do hanging cloth sim pinned at top — riskier. Alternative: wall panels + drapes as curtains made from waved planes (displaced with sine waves for folds) — curtain folds via math are easy and reliable: create plane, displace x with sinusoid along width, add solidify. That reads as drapery.\n\nComposition layout (top view):\n- Table occupies lower 2/3, camera slightly elevated (~15-20° down), 50mm.\n- Teapot center-left-ish, hero, slightly forward.\n- Sphere front-right catching reflections.\n- Bunny right side behind sphere or left of teapot.\n- Suzanne bust elevated on books at back-center-right, gazing out at viewer.\n- Candle with flame right back, giving warm accent.\n- Books stack: red book (left), green book (right) — wait, Cornell red left green right. If wall drapes already do red/green, books can be neutral leather browns. But doubling strengthens. Let me do wall panels red left, green right, and keep books neutral (dark brown leather, cream pages). Actually the task says \"one strong red and one strong green element\" — do it with the drapes clearly. Books neutral.\n- Fruit: a small cluster of grapes spilling, or an apple near teapot. Keep one apple + grapes.\n\nLighting:\n- Key: large warm area light at upper left, slight frontal, color ~ warm orange (like window light, but genre uses daylight; warm per task). Maybe with slight gobo feel — could add a plane with holes to make a shaft? Simpler: area light with low spread? In Cycles area light spread exists (spread param for area lights? Actually 'Spread' is for... spot has spot_size; area lights have shape/size, and in newer Blender, area lights have \"Spread\" — yes, Cycles area light has spread property). Use a spot with large soft radius as \"window shaft\", or area. I'll use a warm area light, big, from left-top, plus visible volumetrics? Volumes won't export to GLB but fine for render. A subtle volume scatter for light shaft could be gorgeous but heavy at 64 samples... maybe skip or very low density. Skip volume to keep render clean; maybe add very subtle mist via world? Skip.\n- Candle flame: small emission + point light warm on right.\n- Fill: extremely dim cool fill from right for shadow detail (very low).\n- World: near-black.\n\nDark background: dark grey-brown wall, vignette via falloff.\n\nCamera: 50mm, portrait-ish? Final is 1536x1536 square. Square composition. Camera at ~ (0.0, -2.2, 0.55) looking at table center (0, 0, 0.35). Let me set scene scale: table top ~1.2m wide, teapot ~0.25m tall.\n\nLet me define coordinates: table surface at z=0.35 height? Simpler: table top at z=0.4, objects on top. Camera at y=-1.6, z=0.62, looking slightly down at (0,0.1,0.42). Hmm, I'll compute with a track-to constraint or manual rotation.\n\nLet me write the build in stages with verification screenshots.\n\nStage 1: Scene setup, table, backdrop, drapes.\nStage 2: Teapot.\nStage 3: Bunny.\nStage 4: Suzanne bust + books.\nStage 5: Sphere, candle, fruit.\nStage 6: Cloth sim tablecloth.\nStage 7: Lights, camera, world, color management.\nStage 8: Test renders (thumbnail), iterate.\nStage 9: Save file.\n\nDetails for the teapot — lathe profile. Utah teapot proportions: height ~ 1.575 units vs body radius ~1 unit (in original data, body about 3 units wide? The classic is roughly as wide including spout/handle as tall... The body itself: max radius ~1.4, height ~1.575). I'll make a squat teapot: body radius ~0.09m, height body ~0.11m, plus lid and knob total ~0.16m.\n\nProfile (radius r, height z) for body (spin around Z):\n- (0.001, 0.002) bottom center slightly up? Actually bottom: teapot sits on a small foot ring. Classic Utah has a flat-ish bottom. Profile points from bottom center outward then up:\n  - (0.000, 0.000)\n  - (0.045, 0.000) bottom edge\n  - (0.062, 0.004) start bulge\n  - (0.088, 0.030) belly low\n  - (0.096, 0.060) belly max\n  - (0.088, 0.090) shoulder\n  - (0.066, 0.115) neck in\n  - (0.058, 0.128) rim\n  - (0.060, 0.132) rim lip outward slightly\n  \nThen give solidify for thickness? Lathe with screw modifier gives open surface; top rim would show hollow. I could close the top: continue profile back inward to center at top? The lid covers the opening. The classic teapot has opening under lid. Simplest: bring profile in to a flat disk at rim height (like closing the top with a flange where lid sits). So after rim lip, add points going inward at z=0.128: (0.030, 0.126), (0.0, 0.126). That closes it. Then lid sits on top.\n\nLid profile:\n- (0.0, 0.132) center? Lid: dome disk radius 0.055 sitting at rim, dome up to z 0.150, then knob: small stem radius 0.008 from 0.150 to 0.158, knob sphere radius 0.014 at 0.165. Lathe: (0.0,0.133),(0.05,0.133),(0.055,0.136),(0.048,0.146),(0.025,0.152),(0.012,0.153) then knob: (0.013,0.156),(0.016,0.160),(0.014,0.166),(0.008,0.170),(0.0,0.171).\n\nSpout: curve from body low front-left, S-curve up. Classic Utah spout is chunky at base, tapering, tip angled up slightly above rim. Use beveled curve with radius taper and tilt. Points: attach at (0.075, 0, 0.045) going out +X: base (0.07,0,0.04) r 0.020 → (0.105,0,0.045) r 0.016 → (0.130,0,0.065) r 0.012 → (0.142,0,0.095) r 0.009 → (0.146,0,0.125) r 0.008 tip. Tilt tip slightly.\n\nHandle: curve from shoulder (back, -X) at z 0.10 out to -X and down to z 0.035. Bezier circle-ish: attach top (-0.085,0,0.095), out (-0.135,0,0.10), (-0.150,0,0.065), (-0.140,0,0.035), attach bottom (-0.085,0,0.030). Radius ~0.010. Classic handle is more angular (it's made of straight-ish segments in the original), but smooth is fine.\n\nMaterial: white glazed ceramic (Vermeer-ish) with slight warm tint, roughness 0.25, or silver. The task: \"honest ceramic or silver-teapot material\". I'll go slightly aged silver? Hmm — the reflective sphere is already chrome. A white/cream porcelain teapot would contrast nicely with chrome sphere and read classically. But a silver teapot is also iconic Dutch. I'll do cream-white glazed ceramic with subtle crazing feel (roughness variation noise) — warm ivory. That pops against dark background.\n\nStanford bunny: build from UV spheres, join, voxel remesh (remesh modifier voxel size small or object.data.remesh_voxel_size + bpy.ops.object.voxel_remesh). The crouched pose: \n- Body: large ellipsoid tilted, back rounded. Scale (0.10 x 0.075 x 0.085), centered z 0.07.\n- Haunch: sphere at rear bottom radius 0.05.\n- Head: sphere radius 0.045 at front top, slightly tucked.\n- Ears: two flattened ellipsoids lying along the back pointing back-up — Stanford bunny ears point up-back and are folded back along body. Ears: capsule scaled (0.02, 0.008, 0.05) rotated to lie back.\n- Tail: small sphere at rear.\nVoxel remesh at ~0.004, smooth. Material: terracotta with matte finish — like a clay maquette. That's nice: \"as a sculpture\". Terracotta color ~ (0.35, 0.16, 0.10).\n\nWait — orientation: bunny resting like sculpture, facing right or left? Face toward viewer-left maybe. I'll face it toward camera-left (so profile reads). Position on the right side of the table? Let me plan positions:\n\nLayout (x = left-right in frame, camera looking +Y direction from -Y):\n- Teapot at (-0.06, 0.05), hero, center-left-forward. Actually make teapot near center: (-0.05, 0.02).\n- Checkered sphere front-right: (0.14, -0.12) close to table edge, radius 0.055.\n- Bunny: right-mid, facing left toward teapot: (0.20, 0.10), rotated so it faces -X. Hmm bunny length ~0.2m. Table must be big enough: table 1.4m wide? Let's use table top 1.3 x 0.8 at height 0.72? Set table top z=0.72 so we can see table edge in lower frame with camera at z~0.95.\n\nHmm, let me instead work at a scale where table top z = 0.74, width 1.3 (x -0.65..0.65), depth 0.85 (y -0.42..0.43). Objects:\n- Teapot center (-0.10, 0.10), total height ~0.17.\n- Sphere (0.13, -0.16, r 0.06) front right.\n- Bunny right side behind sphere: (0.24, 0.08), facing camera-left (-X), length 0.2.\n- Suzanne bust back-left on stack of 2 books: (-0.28, 0.22). Bust plinth height ~0.06, monkey scale to ~0.12 head height, gazing toward camera (rotated slightly).\n- Candlestick right-back: (0.33, 0.25), height 0.16 + candle 0.08, flame. Hmm, candle behind bunny right-back. \n- Books: red book under suzanne? Cornell via drapes though. Books stack near suzanne neutral. Maybe one open book front-left corner? Keep simple: stack of 2-3 books as pedestal for Suzanne.\n- Fruit: apple at (-0.22, -0.10) front-left near table edge; a few grapes spilled near sphere? Grapes: cluster of small spheres — cheap to model (10-14 spheres). Add small bunch near front center-left (0.02, -0.20).\n- Wine glass? Maybe skip — enough objects. Task requires \"at least one supporting classical prop\" — we have candlestick, books, apple, grapes. \n\nDrapes: left red velvet curtain panel at x≈-0.55..-0.1 on back wall y=0.5, wavy; right green panel x 0.15..0.6. Grey plaster wall between/behind. Also tablecloth dark with folds draped over table front edge.\n\nCloth sim for tablecloth: plane 1.4x1.0 subdivided 60x40 over table box collider, drape, apply at frame ~40. Front overhang creates folds. Risk: sim quality/time. Alternative: manual cloth-like mesh using sine displacement at overhang. I'll attempt sim; if fails, fallback manual. Cloth sim in background mode: baking via setting frame should evaluate. I'll run sim by setting scene.frame_set(45) with modifiers active, then apply modifier via evaluated depsgraph? Applying a cloth modifier applies its current state — set frame, then bpy.ops.object.modifier_apply. That works if the point cache evaluates on frame change (it does for current frame without bake, using simulation on the fly — cloth sim computes when frame changes sequentially; jumping to 45 directly may not compute all. Safer: step frames 1..45 sequentially). I'll loop frame_set 1→50.\n\nActually simpler robust approach: use cloth with few steps and quality 5. Should be okay.\n\nCurtains: procedural waves: grid plane, x = A*sin(freq*y?) Actually vertical curtain: width along X, height along Z, displacement along Y = a*sin(kx * x) with varying amplitude increasing toward bottom + slight random phase. Plus solidify. Red left, green right. Velvet material: Principled with sheen 1.0 (sheen weight), roughness 0.6, dark saturated color. Red: (0.35, 0.02, 0.03), green: (0.02, 0.12, 0.05). Dark, aged.\n\nWall: large plane behind at y=0.55, color dark warm grey (0.05-ish). Floor? Not visible (table fills bottom). Table legs not needed if camera doesn't see below front edge — but GLB orbit view... the benchmark does a 360° orbit! \"an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles\" — so the scene should hold together from all sides. So table needs legs and the backdrop should look okay-ish from behind. Drapes solidify both sides. Wall plane — from behind it'd be a plane; make it a box (thin) so back is dark too. Add legs to table. Floor plane under everything (dark wood) so orbit view has ground.\n\nAlso the orbit presumably around the presentation view... To be safe, make everything genuinely 3D: wall box thick, floor, table with legs, objects fully modeled (they are).\n\nSuzanne: bpy.ops.mesh.primitive_monkey_add() — need to confirm operator name: `bpy.ops.mesh.primitive_monkey_add()` exists in Blender 2.8+ (it's part of core now? Actually Suzanne is added via \"Add Mesh > Monkey\" — operator `bpy.ops.mesh.primitive_monkey_add` — yes it exists as a built-in since 2.80? Hmm, I believe `bpy.ops.mesh.primitive_monkey_add()` is available without add-ons in recent versions. If not, I could approximate... Let me check quickly at runtime: `hasattr(bpy.ops.mesh, 'primitive_monkey_add')`. If missing, fallback: build monkey from spheres? That'd be sad. I'm fairly confident it exists (it's in bl_operators? It's actually defined in C as part of primitive add? The monkey grid is in BMesh \"create monkey\" op — operator name is `bpy.ops.mesh.primitive_monkey_add`. Yes, it exists as a built-in.)\n\nAdd subsurf level 2, shade smooth. Bronze material dark with patina: metallic 0.9, roughness 0.35, color dark bronze (0.15,0.09,0.05), plus noise bump. Mount on a small cylindrical plinth (marble). \"she may be the one 'portrait' gazing out\" — rotate her toward camera.\n\nCheckered sphere: UV sphere r 0.06, material: checker texture scale ~6, colors light (0.8) and dark (0.05), metallic 1.0, roughness 0.08 with checker also slightly modulating roughness? Keep roughness low both cells. Fac color into base color. Need mapping: Generated coords fine.\n\nCandlestick: lathe profile too (brass): base dish, stem, cup; candle cylinder cream; flame: small elongated sphere, emission orange + blackbody-ish; point light at flame. Brass aged: metallic 1, roughness 0.3, color (0.25,0.15,0.06) with noise variation.\n\nApple: sphere slightly squashed with dimple top — displace top verts down; or use lathe profile for apple shape with top/bottom dimples. Simple: UV sphere scaled z 0.9, add stem (small cylinder). Red-dark apple. \n\nGrapes: ~12 spheres r 0.011 clustered, dark purple, roughness 0.3, slight translucency (subsurface 0.05). Plus tiny stem.\n\nBooks: boxes with slightly rounded (bevel) covers, pages block inset (separate box cream). Two stacked under Suzanne plinth, one leaning? Keep two stacked, sizes 0.22x0.16x0.03, 0.20x0.15x0.028, rotated slightly. Covers dark brown leather, one maybe deep oxblood — neutral-ish so Cornell reads from drapes.\n\nLight shaft: To suggest a window shaft, could add a large warm area light from upper-left front; and optionally a subtle gobo plane with a window-shaped hole between light and scene to create shaft edges... A gobo adds realism but shadows need careful placement. Simpler: keep area light tight and let falloff do it. Maybe add very light volume (density 0.008, anisotropy 0.3) in a cube around scene for atmosphere — 64 samples with denoise might handle it, but risky noise. I'll try a low-density volume in test render; if noisy, drop it. Hmm, denoising volumes can smear. I'll skip world volume; instead possibly fake a soft shaft with a large emissive plane? No — keep it simple: strong warm key, deep shadows. Chiaroscuro achieved via lighting ratio.\n\nColor management: AgX, look maybe 'AgX - Medium High Contrast' or set exposure slightly. In Blender 4.x, view transform AgX with look options. I'll set look 'AgX - Medium High Contrast' (name may be 'AgX - Medium High Contrast'? Actually it's look enum: 'None','AgX - Very Low Contrast',... I'll set via try/except.)\n\nCamera: 50mm lens, sensor 36. Position (0.02, -1.05, 0.98)? Let me compute framing: table front edge at y=-0.42, z=0.72. Objects span z 0.72..0.95. Camera target ~(-0.02, 0.05, 0.80). Distance ~1.2m. With 50mm on 36mm sensor, vertical FOV ≈ 2*atan(18/50) ≈ 39.6°, square frame so horizontal same. At 1.2m distance, frame covers ~0.86m wide — need ~1.0m for table width plus background drapes... Table 1.3 wide won't fully fit; crop edges of table is fine and typical (table edge in lower frame, sides cropped). Drapes behind will fill upper frame. Camera y=-1.25, z=1.00, target (−0.02, 0.10, 0.82). I'll verify with render and adjust.\n\nAlso add subtle floor and wall texture via noise bump.\n\nGLB export considerations: procedural materials won't export textures (baked preview maybe). Core forms are meshes — good. Cloth sim applied — good. Curves (spout/handle) — convert to mesh. Flame emission — exports material emission? glTF supports emissive; fine.\n\nLet me also keep objects named clearly for the GLB scene tree.\n\nRender checks: use render_thumbnail_to_path for quick previews. Actually that renders small low-quality. Let me do my own test renders at 640x640 samples 32 into /tmp and view? I can't view arbitrary files — but get_screenshot_of_area_as_image(VIEW_3D) gives viewport screenshot. Better: use render_thumbnail_to_path then... I can't read the image back. Hmm — tools: render_viewport_to_path writes to path; no image returned. The screenshot tools return images (viewport). To check Cycles look, viewport in rendered shading with Cycles as render engine shows Cycles preview — screenshot of VIEW_3D would capture that. I'll set viewport to rendered mode via... I can set area spaces shading type through bpy? Setting `space.shading.type = 'RENDERED'` for the 3D view via execute_blender_code on the window's area. Then screenshot shows Cycles render (if render engine is Cycles and device CPU... fine).\n\nPlan: after building, set render engine CYCLES, samples low for preview (32), set viewport shading RENDERED, screenshot to inspect. Iterate.\n\nLet me start coding. I'll write modular scripts.\n\nScript 1: reset scene, render settings, world, color management.\n\nLet me be careful with Blender version — likely 4.x. Principled BSDF inputs changed ('Base Color', 'Metallic', 'Roughness', 'IOR', 'Alpha', 'Coat Weight', 'Sheen Weight', 'Emission Color', 'Emission Strength'). I'll write helper to set inputs by name with fallback search.\n\nNow write the code.\n\nStage 1 script:\n\n```python\nimport bpy, math\nfrom mathutils import Vector\n\n# clear\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor d in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.cameras, bpy.data.lights):\n    pass  # leave; or purge orphans\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 48\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\n# color management\nscene.view_settings.look = 'AgX - Medium High Contrast'  # try/except\n```\n\nI'll include try/except around look setting.\n\nHelper functions:\n\n```python\ndef mat_principled(name, color, metallic=0.0, roughness=0.5, **kw): ...\n```\n\nLathe function:\n\n```python\ndef lathe(name, profile, segments=64, material=None):\n    # profile: list of (r, z); create vertices rings, faces; screw via manual mesh\n    verts=[]\n    faces=[]\n    n=len(profile)\n    for i in range(segments):\n        a=2*math.pi*i/segments\n        ca,sa=math.cos(a),math.sin(a)\n        for (r,z) in profile:\n            verts.append((r*ca, r*sa, z))\n    for i in range(segments):\n        ni=(i+1)%segments\n        for j in range(n-1):\n            a=i*n+j; b=ni*n+j; c=ni*n+j+1; d=i*n+j+1\n            faces.append((a,b,c,d))\n    mesh=bpy.data.meshes.new(name)\n    mesh.from_pydata(verts,[],faces)\n    mesh.update()\n    obj=bpy.data.objects.new(name,mesh)\n    bpy.context.collection.objects.link(obj)\n    ...\n```\n\nProfile must include r=0 points at ends to close (pole duplicates fine).\n\nAdd smooth shading: set polygons use_smooth True; add weighted corner normals? Use shade smooth by angle... simply set smooth and rely on dense profile; add auto smooth via modifier? In 4.1+, smooth by angle is a node/operator. Just use smooth shading; lathed surfaces with dense segments look fine. Add Subsurf level 1 on top for extra smoothness maybe.\n\nCurve tube helper:\n\n```python\ndef tube_curve(name, points, radii, material, bevel=0.01):\n    cu=bpy.data.curves.new(name,'CURVE'); cu.dimensions='3D'\n    spl=cu.splines.new('BEZIER'); spl.bezier_points.add(len(points)-1)\n    for bp,co,r in zip(spl.bezier_points,points,radii):\n        bp.co=co; bp.radius=r; bp.handle_left_type='AUTO'; bp.handle_right_type='AUTO'\n    cu.bevel_depth=bevel; cu.bevel_resolution=4; cu.resolution_u=16\n    obj=...\n```\n\nThen convert to mesh later for export safety.\n\nTeapot builder places body+lid+spout+handle into a collection, then parent to an Empty? Or join into one mesh. I'll keep separate objects but parent to empty \"Teapot\" for moving. Actually joining would make positioning simpler — but different parts same material, so join is fine. But spout/handle need to intersect body — voxel remesh to fuse? Not needed; intersections invisible if embedded. Ceramic: embedded intersections fine visually. Keep as separate objects parented to an empty, simpler to tweak.\n\nBunny via spheres + voxel remesh:\n\n```python\ndef uv(name, loc, scale, seg=32, rings=16): bpy.ops.mesh.primitive_uv_sphere_add(...)\n```\n\nCreate ~8 spheres, join (bpy.ops.object.join), then voxel remesh: bpy.context.view_layer.objects.active=obj; obj.data.remesh_voxel_size=0.0035; bpy.ops.object.voxel_remesh(). Then shade smooth, maybe decimate slightly. Note: voxel_remesh operates on active object mesh. Then slight smooth via modifier 'SmoothCorrective'? Just add Subsurf 1? Voxel mesh dense (~50k tris) fine.\n\nEars: Stanford bunny ears stick up and fold back — elongated shapes angled back ~30° from vertical, slightly splayed. From sphere scaled (0.014, 0.03, 0.06)? Let me think orientation: bunny faces +X? I'll model facing +X then rotate final object. Body ellipsoid centered (0,0,0.055) scale (0.075, 0.055, 0.06). Rear at -X: haunch sphere at (-0.045,0,0.045) r 0.05 → use scale (0.05,0.052,0.05) sphere. Head at front-top: (0.055,0,0.085) r 0.038, slightly smaller jaw sphere (0.075,0,0.072) r 0.028. Ears from head top going back-up: capsules from (0.04,±0.012,0.105) to (-0.03,±0.014,0.15): use spheres scaled long placed at midpoint rotated; easier: two ellipsoids rotated -50° about Y: center (0.005,±0.016,0.13), scale (0.045,0.013,0.02) rotated Y 55° so long axis tilts back... Let me define ear as sphere scale (0.05,0.014,0.022) (long in X), rotated about Y by +40° (tilt up at front→ down back? For ears pointing back-up: long axis from front-low to back-high: rotate Y by -35°? Rotation Y positive tilts +X end up). If ear long axis along X, front end +X lower, back end -X higher → rotate Y negative? Rotating about Y by angle θ maps +X→(cosθ,0,-sinθ)... In Blender, RY(θ): x→(cosθ, 0, −sinθ)? RY(θ) = [[cosθ,0,sinθ],[0,1,0],[−sinθ,0,cosθ]]. So +X→(cosθ,0,−sinθ). For +X end down (negative z), sinθ>0 → θ>0. So ear rotation Y = +35°, front dips down, back rises. Ears rest against body: keep near head, tilt back-up. Stanford bunny: ears point up and backward at maybe 50° from horizontal, tips reach back above shoulders. OK.\n\nTail: sphere (-0.085,0,0.055) r 0.02.\nFront paws: small ellipsoid (0.06,±0.02,0.02) scale (0.03,0.014,0.02).\nChest fill: sphere (0.03,0,0.05) r 0.04.\n\nVoxel size 0.0035 with overall bunny ~0.2m → decent resolution (~57 voxels per 0.2m... 0.2/0.0035 ≈ 57) okay. Maybe 0.003 for finer (~67). Remesh time fine.\n\nThen rotate bunny object to face camera-left (face -X world → rotation z = 180°) and position.\n\nSuzanne: \n```python\nbpy.ops.mesh.primitive_monkey_add(size=1.0, location=...)\n```\nHmm operator signature: primitive_monkey_add(radius?) Actually it has 'size'? I think it's `bpy.ops.mesh.primitive_monkey_add(size=2, ...)`. I'll call without args and scale. Then Subsurf 2, smooth. Bronze mat. Plinth: cylinder + torus trim? Simple lathe profile for plinth.\n\nBooks: box helper with bevel modifier. Cover = box, pages = smaller box inset on 3 sides (offset +x? classic: pages visible on fore-edge and top/bottom). Simplify: cover box (w,d,t) + pages box slightly smaller in thickness? Real books: cover wraps; cheat: pages block (w-0.006, d-0.01?, ...) Place pages box inside cover with fore-edge flush... I'll do cover as two thin boxes (top/bottom boards) + spine box? Simplest convincing: single box with bevel for cover, and a pages block: box scaled (0.98, 0.94, 0.72) of cover dims, shifted so spine side covered. Leather material with noise bump; pages cream with slight noise.\n\nCandlestick lathe profile (brass):\n(0,0),(0.045,0),(0.048,0.004),(0.035,0.010),(0.020,0.015),(0.012,0.02),(0.010,0.05),(0.014,0.055) bobeche (0.028,0.058),(0.030,0.062),(0.020,0.064),(0.016,0.066),(0.016,0.075) cup inner (0,0.075)? Then candle cylinder r0.011 h0.07 sits from z 0.066 to 0.136. Flame at 0.145.\n\nFlame: UV sphere scaled (0.006,0.006,0.012), emission material (strength ~8, color warm orange), plus point light color (1.0,0.55,0.2) energy 8W at flame pos.\n\nApple: lathe with dimple: profile (r,z): (0.0,0.012) bottom center up (dimple), (0.02,0.002),(0.035,0.0) wait bottom dimple means center higher than ring. Apple height 0.045, radius 0.028: profile from bottom: (0.0,0.010),(0.012,0.003),(0.024,0.0),(0.030,0.012),(0.030,0.025),(0.024,0.038),(0.012,0.044),(0.004,0.042) top dimple, (0.0,0.046). Stem cylinder tilted at top. Red-wax material, roughness 0.25, slight bump noise.\n\nGrapes: 12 spheres in cluster + stem; dark purple (0.05,0.01,0.06) subsurface 0.1? Keep simple subsurface weight 0.05.\n\nWine glass maybe add for elegance — lathe glass: profile thin... glass transmission in Cycles fine; adds render time. Optional; skip if time. I'll add a small roemer? Skip — we have plenty.\n\nDrapes: \n```python\ndef curtain(name, x0, x1, z0, z1, y_base, waves=6, amp=0.05, depth=0.05, material):\n    # grid NX x NZ, y displaced sinusoid along x with amp growing toward bottom (z0 is bottom)\n```\nVertex y = y_base + amp*(0.6+0.4*t)*sin(2π waves (x-x0)/(x1-x0) + phase) where t = (z1-z)/(z1-z0) (more at bottom), plus secondary higher-freq ripple. Solidify 0.004. Subsurf 2. Also add top gathered? fine.\n\nPlace left curtain x from -0.75 to -0.18, right from 0.22 to 0.75, z from 0.6 (floor) to 1.5, at y=0.42. Wall behind at y=0.5. Hmm table back edge at y=0.43; curtains hang behind table at y=0.45, from z~1.5 down to ~0.55 (below table top hidden). Also grey wall center visible between curtains from x -0.18..0.22 — neutral band. Wall color: warm dark grey (0.03,0.028,0.025).\n\nAlso left side: maybe side wall on left? In Cornell the side walls ARE the red/green. Our drapes behind act as panels. Could also angle them slightly to \"face each other\" — rotate left curtain -20° about Z? Actually to \"face each other across the composition\", panels on left and right of frame is enough. I might angle them slightly inward for perspective. Keep simple.\n\nFloor: big plane z=0, dark wood color (0.02,0.012,0.008), roughness 0.5, noise bump. Table: top box 1.3x0.85x0.035 center z 0.72-... top surface z=0.72: box center z=0.7025, plus 4 legs boxes 0.05² from 0.70 down to 0. Wood dark brown.\n\nTablecloth: cloth sim. Plane from x -0.68..0.68, y -0.48..0.48 at z 0.75 (above top 0.72), subdivide grid 90x60. Cloth settings: quality 6, mass 0.25, tension/compression stiffness lower (15?), bending 0.4? silk preset-ish. Collision: table top box + front edge rounding? Table as collider (box with bevel for soft edge). Sim frames 1-60, apply at some good frame. Dark cloth color: deep warm charcoal-brown velvet (0.02,0.015,0.012) sheen.\n\nRisk: cloth through table edges due to thin geometry — increase collision thickness (0.004) and cloth distance 0.006. Should be OK. Time: 60 frames * 5400 verts — quick.\n\nBut wait: objects placed after cloth sim — tablecloth changes surface height slightly (0.72+thickness). Place objects at z computed: table top 0.72 + cloth ~0.004 → objects base z≈0.725. I'll place everything on z=0.726 approx and check intersections visually; minor embed is invisible.\n\nSimpler alternative to reduce risk: skip cloth sim, make cloth with displacement? The task explicitly says \"velvet-dark cloth with real fold structure\" — cloth sim gives genuine folds. Try sim; fallback: procedural drape (waves at front edge) — I'll decide after attempt.\n\nLighting rig:\n- Key: area light at (-0.9, -0.55, 1.7), energy ~250W? For scene scale meters, warm color (1.0, 0.72, 0.45), size 0.5m, shape DISK, pointed at (−0.05, 0.1, 0.75). In Cycles, 250W area of 0.5m over ~2m distance — exposure adjust later. Start 300W.\n- Spot as shaft? Try: spot at (-1.2, -0.2, 1.9), spot_size 50°, blend 0.5, warm, 400W → dramatic directional pool. Maybe use SPOT as the \"window shaft\" — nice cone feel even without volume. Use spot as key instead of area? Area gives softer shadows. I'll use area key + spot subtle? Start: area key only + candle point + faint cool fill area at right (energy 15W, color (0.6,0.7,0.9)) to keep shadows from pure black; plus tiny ambient via world strength 0.02 dark blue-grey.\n\nTest and iterate.\n\nComposition & render: set camera DOF? Slight DOF could help (f/4 focus at teapot). Subtle: fstop 5.6. Might soften sphere reflections... fine.\n\nAlso \"objects emerge from dark background\" — ensure rim/edge: maybe add faint edge light from back-left (small area, low power) to separate dark objects from bg. Candle on right gives right-side warm accents.\n\nGLB export: benchmark does it; ensure meshes converted (curves→mesh), modifiers applied? Exporter applies modifiers generally. Convert curves anyway.\n\nFile save: save as .blend (benchmark harness likely saves? Instructions: \"save a complete scene\"). I'll save to a path — but which? Probably current blend file path. Use bpy.ops.wm.save_mainfile() — if file unsaved, need filepath. I'll save to a sensible path like '/tmp/still_life.blend'? The harness: \"save a complete scene\" — I'll use bpy.ops.wm.save_as_mainfile(filepath=...) with a path in cwd? Hmm. Typically these benchmarks capture the live scene state; but to be safe save mainfile to 'still_life.blend' in the current working directory via bpy.path.abspath('//...') — if never saved, '//' is cwd. I'll do save_as_mainfile(filepath='/tmp/dutch_cg_still_life.blend')? Risk: benchmark expects the live scene, path irrelevant. I'll save to cwd: os.path.join(os.getcwd(),'dutch_graphics_still_life.blend'). Actually the instructions say the benchmark renders \"from your saved scene\" — so saving matters. I'll save mainfile; cwd should be fine... but if the harness has a specific expected path, unknown. Common approach in these tasks: just bpy.ops.wm.save_mainfile() after setting filepath. I'll use os.path.expanduser('~/dutch_still_life.blend')? Hmm, cwd is most standard: bpy.data.filepath via save_as_mainfile with './scene.blend'... I'll go with os.getcwd() + '/dutch_cg_still_life.blend'.\n\nLet me now also think about the 360 orbit: backdrop is one-sided (wall + curtains face camera). From behind, wall box dark side visible — fine, curtains solidified. Table legs included. Good.\n\nLet me write Stage 1 + 2 code now.\n\nOne more consideration: profile lathe shading — with r=0 poles duplicated per segment, shading smooth is fine.\n\nAlso add subtle imperfections: slight rotation/tilts, objects overlapping.\n\nLet me write the first script: reset + helpers + table + wall + floor + curtains. Then check screenshot.\n\nActually, I want to be efficient: write big scripts but verify at each stage with viewport screenshots (workbench/eevee preview is fine for geometry check; cycles for lighting check later).\n\nLet me go. Script 1: scene reset, materials helper, table/floor/wall/curtains.\n\nNote on materials: define once in a materials script, reuse via bpy.data.materials.get.\n\nCurtain mesh: build grid manually.\n\n```python\ndef build_curtain(name, x0, x1, z_bot, z_top, y_base, waves, amp, phase, mat):\n    NX=48; NZ=24\n    verts=[]; faces=[]\n    for j in range(NZ+1):\n        z=z_bot+(z_top-z_bot)*j/NZ\n        t=(z_top-z)/(z_top-z_bot)  # 0 top,1 bottom\n        for i in range(NX+1):\n            x=x0+(x1-x0)*i/NX\n            u=i/NX\n            y=y_base + amp*(0.35+0.65*t)*(math.sin(u*math.pi*2*waves+phase)+0.35*math.sin(u*math.pi*2*waves*2.7+phase*1.7))\n            verts.append((x,y,z))\n    for j in range(NZ):\n        for i in range(NX):\n            a=j*(NX+1)+i; b=a+1; c=a+NX+2; d=a+NX+1\n            faces.append((a,b,c,d))\n    ...\n    solidify + subsurf(2) ... careful subsurf on open grid fine.\n```\n\nAlso rotate curtains slightly inward? Left curtain: rotate around Z? They hang on wall; keep flat-ish. To suggest \"facing\", angle: left curtain rotated -15° (top-back?) I'll keep flat; fine.\n\nWall: box from x -1.2..1.2, y 0.50..0.56, z 0..1.9. Side walls? For orbit realism add back wall too? Not needed; orbit camera presumably looks at scene center — behind the wall there'd be void. Add a second wall box behind (y -1.4?) Hmm, orbit sees from all directions: front (main), sides, back. From back, they'd see wall's back + nothing else; acceptable dark. Add floor large enough (4x4). OK.\n\nNow write code. I'll be generous with helper robustness.\n\nAlso remember: `bpy.ops.mesh.primitive_monkey_add` — verify existence; if AttributeError, fallback plan. Let me include a check early.\n\nFor text in scene? No text needed. \"Graphics in-joke\" lands via the objects themselves. Maybe engrave? Not needed. Could add a tiny pixel or RGB elements... The Cornell nod covers the joke-layer. Also could add a small \"Suzanne\" nameplate? skip.\n\nAlso consider adding a wireframe teapot easter egg? No — keep painting coherent.\n\nLet me also plan the green/red drape pairing with a neutral grey center — plus echo: red book on left, green book on right under objects? Books under Suzanne (left side) red; a green book lying near bunny/candle (right). Nice echo, strengthens Cornell read both at wall and table level. Yes — do it: left book cover deep crimson, right book deep green, pages cream. Subtle but present.\n\nOrder of scripts:\nS1: reset, helpers, settings.\nS2: environment (floor, wall, table+legs).\nS3: curtains (red/green) + wall band.\nS4: cloth sim tablecloth.\nS5: teapot.\nS6: bunny.\nS7: suzanne + plinth + books.\nS8: sphere, candlestick+candle+flame, apple, grapes.\nS9: lights + camera.\nS10: viewport cycles screenshot, iterate materials/lights.\nS11: final render preview at 768, adjust, save.\n\nLet me write S1+S2 together, keeping each call moderate.\n\nActually tool calls are sequential; combine related stages per call to reduce roundtrips, but keep debuggability. I'll do:\n\nCall 1: reset + settings + helpers + floor/wall/table/legs.\nCall 2: curtains.\nCall 3: cloth sim.\nCall 4: teapot.\nCall 5: bunny (heavy-ish).\nCall 6: suzanne+books.\nCall 7: props.\nCall 8: lights+camera.\nCall 9+: preview/iterate.\n\nWrite Call 1 code:\n\n```python\nimport bpy, math, os\nfrom mathutils import Vector\n\n# --- reset ---\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor coll in list(bpy.data.collections):\n    if coll.name != 'Collection' and coll.users == 0:\n        bpy.data.collections.remove(coll)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.resolution_percentage = 100\nscene.render.image_settings.file_format = 'PNG'\ntry:\n    scene.view_settings.look = 'AgX - Medium High Contrast'\nexcept Exception:\n    pass\nscene.view_settings.exposure = 0.0\n\n# world dark\nw = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\nscene.world = w\nw.use_nodes = True\nbg = w.node_tree.nodes.get('Background')\nbg.inputs['Base Color'].default_value = (0.008, 0.007, 0.006, 1)\nbg.inputs['Strength'].default_value = 1.0\n\n# helpers\ndef new_mat(name):\n    m = bpy.data.materials.get(name) or bpy.data.materials.new(name)\n    m.use_nodes = True\n    return m\n\ndef principled_of(mat):\n    return next(n for n in mat.node_tree.nodes if n.type=='BSDF_PRINCIPLED')\n\ndef set_input(node, name, value):\n    inp = node.inputs.get(name)\n    if inp is not None:\n        inp.default_value = value\n```\n\netc. Then materials: wood_dark, wall_grey, floor_wood.\n\nFloor: plane 6x6 at z=0 with wood mat + noise bump.\nWall: box.\nTable: top box + 4 legs + maybe front apron.\n\nBox helper:\n\n```python\ndef box(name, loc, scale, mat=None, bevel=0.0):\n    bpy.ops.mesh.primitive_cube_add(location=loc)\n    o=bpy.context.active_object; o.name=name\n    o.scale=(scale[0]/2, scale[1]/2, scale[2]/2)\n    bpy.ops.object.transform_apply(scale=True)\n    if bevel>0:\n        mod=o.modifiers.new('Bevel','BEVEL'); mod.width=bevel; mod.segments=2\n    if mat: o.data.materials.append(mat)\n    return o\n```\n\nOK writing final code now. Also noise-bump helper:\n\n```python\ndef add_noise_bump(mat, scale=6, strength=0.2, detail=3):\n    nt=mat.node_tree; p=principled_of(mat)\n    tex=nt.nodes.new('ShaderNodeTexNoise'); tex.inputs['Scale'].default_value=scale; tex.inputs['Detail'].default_value=detail\n    bump=nt.nodes.new('ShaderNodeBump'); bump.inputs['Strength'].default_value=strength; bump.inputs['Distance'].default_value=0.05\n    nt.links.new(tex.outputs['Fac'], bump.inputs['Height'])\n    nt.links.new(bump.outputs['Normal'], p.inputs['Normal'])\n    return tex,bump\n```\n\nFine. Let me write everything now. I'll aim for careful, correct code since each fix costs a roundtrip.\n\nWood material with grain: Noise scale 5 + Wave bands X scale 3 distortion — keep simple: Noise→ColorRamp dark browns → Base Color; plus bump. \n\nTable dims: top 1.35 x 0.9 x 0.04, top surface z=0.72 → center z=0.70. Legs at (±0.58, ±0.36), size 0.06x0.06x0.68, center z=0.34. Apron boxes under top front/back.\n\nWall: center y=0.55, box (3.0, 0.12, 2.4) center z=1.2 → spans 0..2.4. Grey plaster color (0.035,0.032,0.03) with noise bump.\n\nFloor: (0,0,0) size 8.\n\nAlso ceiling? not visible.\n\nNow curtains (call 2): as designed. Velvet mats: red (0.30,0.015,0.02) roughness 0.55 sheen 1.0 tint? Principled 'Sheen Weight'=0.8, 'Sheen Roughness'? set sheen weight 0.6. Green (0.012,0.10,0.045).\n\nAlso a center grey cloth? No — wall shows between curtains: good neutral.\n\nCurtain tops hidden above frame; bottom ends below tabletop behind table (z_bot=0.45). z_top=1.7.\n\nLeft curtain x -0.72..-0.16 (width 0.56), right x 0.18..0.72. Camera FOV covers about x -0.5..0.5 at wall distance — curtains visible partially, wall center visible. Actually camera covers at y=0.55: distance from camera y=-1.25 → 1.8m; frame width = 2*1.8*tan(19.8°) ≈ 1.29m → x -0.62..0.66 roughly. So curtains cover edges well, center grey band 0.34 wide — good.\n\nHmm wait: I want the red/green to read \"strong\" — 0.5m curtains each ~40% of frame width total. Good.\n\nCloth sim (call 3): plane 1.5 x 1.05 at z=0.755 (5mm+ above top). Grid: create mesh via bmesh? Use bpy.ops.mesh.primitive_grid_add(x_subdivisions=..., y_subdivisions=...) — grid add has x_subdivisions/y_subdivisions args (vertices count). Use 80x60 verts → 4.8k verts ok. Cloth modifier: settings: quality=6; mass=0.3; tension_stiffness=20, compression_stiffness=20, shear_stiffness=15, bending_stiffness=0.5? For velvet heavier: mass 0.5, bending 1.0. Use preset? PropertyGroup ClothSettings: cloth.quality, cloth.mass, cloth.tension_stiffness... effector weights gravity default. Collision settings on table: add Collision modifier to table top; settings: thickness_outer=0.006? collision.cloth_friction=8. Also self-collision maybe off for speed; enable with quality 2 distance 0.004? Self collision prevents ugly intersections at hanging folds. Enable at low quality.\n\nSim: scene.frame_start=1, frame_end=80. Point cache frame_end=80. Loop frame_set(1..70). Then apply cloth modifier at frame 70 via modifier_apply? Applying cloth: bpy.ops.object.modifier_apply(modifier=cloth.name) — captures current evaluated state? modifier_apply on cloth applies the current frame's shape as new base mesh — yes it does (it applies modifier result). Then remove subsurf order: add Subsurf AFTER cloth (subsurf level 2) then when applying apply only cloth... modifier_apply applies single modifier; cloth is first, subsurf second — applying first modifier with later ones present works (it applies and keeps others). Good: add solidify too: order cloth→subsurf→solidify? Solidify after subsurf gives even thickness. Apply cloth only, keep subsurf+solidify live.\n\nCloth initial: to encourage folds at front edge, offset plane so more hangs at front (y -0.60..0.45): front overhang 0.60-0.42=0.18m hang. Side overhang small (0.07 each) → slight side drape. Back overhang ~0.03.\n\nAdd slight initial z variation? No.\n\nPinned? No pins; friction holds it.\n\nThen shrinkwrap? no.\n\nAfter sim, cloth top surface ≈ 0.72 + cloth distance ~0.005 → 0.726. Set objects' base z = 0.727. I'll define TABLE_Z = 0.727 constant in later scripts (recompute via raycast? just constant + visual check).\n\nRisk check on cloth stiffness property names in 4.x: ClothSettings has tension_stiffness, compression_stiffness, shear_stiffness, bending_stiffness, tension_damping etc. mass → 'mass'. quality exists. CollisionSettings: 'thickness_outer', 'cloth_friction', 'use_self_collision'? self-collision is in cloth settings: cloth.use_self_collision? Hmm: self collisions under cloth settings: `cloth.use_self_collision`? I recall CollisionSettings has nothing self; ClothSettings has... Actually self-collision: particle/cloth — in Blender UI it's under Cloth > Object Collisions / Self Collisions toggles: `cloth.collision_settings.use_self_collision`? Let me think: ClothSettings has collision_settings pointer (CollisionSettings) which has use_collision, use_self_collision? Hmm. In Blender source: CollisionSettings has `use_self_collision`? I believe self-collision toggle lives in CollisionSettings as use_self_collision with self_distance_min? Hmm, uncertain. Safer: skip self-collision (default off) to avoid property errors; wrap all cloth property sets in try/except to be safe. Folds at front edge without self-collision can interpenetrate slightly but usually fine visually.\n\nAlso enable `use_pin_cloth` False default fine.\n\nBunny voxel remesh: `bpy.ops.object.voxel_remesh()` uses obj.data.remesh_voxel_size. In 4.x it's `bpy.ops.object.voxel_remesh()` still valid (object mode). Set obj.data.remesh_voxel_size=0.0032. adaptivity? `obj.data.remesh_voxel_adaptivity` default 0.\n\nSuzanne size: primitive_monkey_add(size=2?) — signature (size=2.0?). I'll add then scale to target: head height ~0.13: default monkey is ~1.7 tall? After add with size 2.0? default size=2.0 gives ~2.7? I'll compute bbox and scale to 0.14 height.\n\nSubsurf on monkey: levels 2 render 2.\n\nBronze: base (0.12,0.07,0.04), metallic 0.95, roughness 0.32 + noise→roughness via colorramp? Use Noise→Ramp(0.25..0.45)→Roughness, plus bump 0.15. Patina hint: mix slight green via LayerWeight? Keep simple: subtle green tint in crevices hard without AO node; use AO node → multiply color with dark green tint: ShaderNodeAmbientOcclusion exists in Cycles (4.x yes). ao → ramp → mix base. I'll do modest: mix color between bronze and dark patina (0.05,0.08,0.05) using AO.\n\nCheckered sphere material: Checker Texture (scale via Mapping? Checker has Scale input) scale 5, Color1 (0.75), Color2 (0.04), metallic 1, roughness 0.06. Slight roughness variation: checker → map range → roughness 0.05/0.12. nice touch.\n\nCandle wax: cream (0.55,0.45,0.32), roughness 0.4, subsurface weight 0.15 radius warm.\n\nFlame mat: Emission node → surface; color (1.0,0.45,0.08), strength 12. Sphere scaled teardrop; also inner small white core? Keep single.\n\nLights: \n- key area: loc (-0.95,-0.35,1.75), energy 220, color (1.0,0.68,0.38), size 0.45, shape 'DISK'? Area shape property 'DISK'/'SQUARE' etc. point at target via rotation computed with to_track_quat.\n- spot shaft (optional second): skip initially.\n- candle point: (flame world pos), energy 6W, color (1.0,0.5,0.18), shadow soft.\n- fill area right: loc (0.9,-0.2,1.2), energy 25, color (0.55,0.65,0.85), size 0.8.\n- top-back hair light small: loc (0.1,0.4,1.8) energy 40 color warm-neutral size 0.3 pointed down at group — adds edge separation. Try.\n\nExposure: likely need +0.5..1.5. Iterate on render.\n\nCamera: loc (0.0,-1.22,1.02), target (-0.03,0.12,0.80). 50mm. DOF: focus object = teapot empty, fstop 6.3? Might blur bg nicely. Keep fstop 8 subtle.\n\nAlso final square 1536².\n\nObject placement (z base = 0.727 unless on books):\n- Teapot: center (-0.08, 0.10). Facing: spout toward camera-left-front (rotate Z ~25° so spout at +X? spout built at +X; rotate so spout points front-left: rot z ≈ 30°? Let me have spout pointing left (−X) for classic profile reading: rotate 180+? With spout at +X, rotZ 150° puts spout toward -X slightly front. I'll rotate z=200° (spout at -X, tilted toward front slightly). Check in render; profile-ish view reads best.\n- Sphere: (0.16,-0.14) r 0.062 → center z = 0.727+0.062=0.789.\n- Bunny: (0.26,0.12) facing -X (rotZ 180 → faces -X). Length along X 0.19: spans 0.165..0.355 ok. Slight rotZ 170 for angle.\n- Books stack: (-0.30,0.20): book1 (0.24x0.17x0.032) rotZ 4°, book2 (0.21x0.155x0.028) rotZ -6° on top. Plinth on book2: base z = 0.727+0.032+0.028=0.787. Plinth height 0.045. Suzanne center z ≈ 0.787+0.045+0.07=0.90, head top ~0.97. Bust faces camera: monkey default faces +Z? Monkey faces... Suzanne's face looks toward -Y? The monkey model faces +Y? I think Suzanne faces the viewer in front view (looking -Y)? Hmm: add monkey in Blender, face looks toward -Y (front view). I'll verify via screenshot and rotate so she gazes at camera (toward -Y) with slight tilt. rotZ maybe -15°.\n- Candlestick: (0.34,0.26) total top ~0.727+0.075+0.07+0.012=0.885. Flame ~0.885.\n- Apple: (-0.28,-0.13).\n- Grapes: (0.03,-0.19) front-center, few spilled toward sphere.\n- Green book lying on table right: (0.30,-0.02) rotZ -20°, size 0.19x0.135x0.024, candlestick NOT on it — candlestick on table. Book near bunny front. Hmm clutter: bunny at (0.26,0.12), green book at (0.28,-0.05)? Sphere at (0.16,-0.14)... tight but overlapping depth is desired. Move green book under candlestick at right-back (0.36,0.24)? Then red book left under Suzanne stack (left side) — yes! Book stack colors: make bottom book red (crimson leather), top book dark brown. Right: green book lying flat with candlestick on top? Candlestick on book adds height variance. Do: candlestick on table at (0.36,0.27); green book flat at (0.30,0.02) partially under bunny? overlapping fine: place at (0.33,-0.03) rotZ -15°, bunny sits at (0.24,0.12) behind it.\n\nWait: bunny at 0.24 with length 0.19 → spans x 0.15..0.34; green book at x 0.24..0.42 — overlapping heavily; visually okay (bunny behind book, book front-right). Hmm sphere at (0.16,-0.14) might collide with book corner. Sphere r 0.062 → spans x 0.10..0.22, y -0.20..-0.08; book spans y -0.10..0.04 rotated — close but should just touch. Fine, check visually.\n\nTeapot at (-0.08,0.10) with handle/spout spans x -0.23..0.07, y 0.02..0.18 roughly (after rotation diagonal). Apple (-0.28,-0.13) fine. Grapes (0.02,-0.20): spans small. Table front edge y=-0.45 — objects 0.2+ from edge... composition wants some objects near edge: sphere y -0.14..-0.20 edge of sphere at -0.202; grapes at -0.19~-0.23 near edge. ok.\n\nFront edge of table at y=-0.45, table top z 0.72. Camera at y=-1.22 z=1.02 looking at (0,0.1,0.80): the front edge appears in lower frame. \n\nCandle position vs curtain: candle at y 0.27 close to curtain y 0.45 fine.\n\nSuzanne on books at (-0.30,0.20) — near left curtain (x -0.30 within curtain x-range -0.72..-0.16 → red backdrop behind Suzanne — nice portrait contrast).\n\nTeapot center-frame slightly left with grey wall + edge of red curtain behind. Sphere right with green curtain behind → chrome ball reflects red curtain left side! Great Cornell joke: the checkered sphere reflecting the box.\n\nLight from left: window shaft from upper left front. Warm.\n\nAlso add subtle props maybe a walnut? Enough.\n\nText/plaque: skip.\n\nOne more required check: \"no imported meshes\" — all procedural. Suzanne via built-in primitive op is not an import — it's generated in-scene. Good.\n\nNow, write the code. Careful with API details:\n\n- primitive_grid_add: `bpy.ops.mesh.primitive_grid_add(x_subdivisions=81, y_subdivisions=61, size=1, location=...)` then scale? Grid size param: total size = size? For grid, 'size' is side length. I'll create with size=2 then set scale (0.75, 0.525) → dimensions 1.5x1.05, apply scale.\n\n- Cloth modifier: `mod = obj.modifiers.new('Cloth','CLOTH')`; settings at `mod.settings` ( ClothSettings ), collision at `mod.collision_settings`. Table: `col = table.modifiers.new('Collision','COLLISION')`; settings via `table.collision` (Object.collision) after adding modifier? `bpy.ops.object.modifier_add(type='COLLISION')` creates; collision settings accessed via `obj.collision` (CollisionSettings) — property obj.collision exists once collision modifier added. thickness: obj.collision.thickness_outer = 0.008, cloth_friction = 10.\n\n- After sim loop: set frame to chosen, then apply: bpy.context.view_layer.objects.active=cloth_obj; bpy.ops.object.modifier_apply(modifier='Cloth').\n\n- Subsurf + Solidify added after.\n\nOrder: add subsurf modifier BEFORE sim? No — sim on base grid; subsurf after cloth in stack so sim runs on coarse mesh: stack: Cloth (top), Subsurf, Solidify. Apply only Cloth.\n\nNote: modifier_apply requires object mode & object active/selected.\n\nFrame stepping: for f in range(1,71): scene.frame_set(f). 70 frames.\n\nPotential issue: cloth plane may slide off table sides due to no pins; friction 10 should hold. If slides, add pin group at back edge corners. I'll add pins: pin the back row of verts (y max) with low stiffness? Pinning back edge keeps it on table. Do: vertex group 'Pin' = verts with y>0.5 (back edge local) → cloth.settings.vertex_group_mass='Pin'; pin_stiffness? hmm `cloth.settings.pin_stiffness`? exists? there's `pin_stiffness` in ClothSettings? I think yes ('pin_stiffness'). Wrap in try. Actually pinning back edge in air above table back — the back edge rests on table anyway. Pin just 4 corner verts? Pinning mid-air points could stretch. Simply pin nothing, friction high (20), mass 0.4 — fine.\n\nAlternatively skip sim risk... no, try it.\n\n- Voxel remesh op context: needs active object in object mode. ok.\n\n- Monkey op: `bpy.ops.mesh.primitive_monkey_add(location=...)` — params: radius? It's 'size' I believe (like others). I'll use no size arg; then scale.\n\nCheck: does `bpy.ops.mesh.primitive_monkey_add` exist? I'm quite sure yes (blender 2.8+ includes it in mesh primitives? hmm, actually monkey add is part of \"Add Mesh\" extra? No — \"Monkey\" is in the Add>Mesh menu by default since 2.80 — it's built into bl_operators? It's `bpy.ops.mesh.primitive_monkey_add` defined in C? Let me just test hasattr at runtime and print.)\n\nIf missing, fallback: build stylized monkey from spheres (head, muzzle, ears, brow) — doable but let's hope.\n\n- Text objects: none.\n\n- Area light rotation: \n```python\ndef point_at(obj, target):\n    d = (Vector(target)-obj.location).normalized()\n    obj.rotation_euler = d.to_track_quat('-Z','Y').to_euler()\n```\nFor spot too.\n\n- Light energy units: area light in W. For 0.45m disk at ~1.5m: try 200W first, exposure 0. AgX handles.\n\nCamera DOF: cam.data.dof.use_dof=True; focus_object=teapot root empty; aperture_fstop=7.\n\nNow color management look name in Blender 4.x: 'AgX - Medium High Contrast'. In 3.x with Filmic it'd fail → try/except with fallback 'Medium High Contrast'.\n\nAlso set scene.cycles.preview_samples=24, and for test renders resolution_percentage=50 etc. Final left at 1536/64 since benchmark overrides anyway.\n\nFilm: transparent False. \n\nRender engine for viewport check: CYCLES CPU might be slowish but okay for small preview in viewport (viewport default 32... viewport samples = scene.cycles.preview_samples). Screenshot after letting it refine? The screenshot tool captures whatever current state; progressive refine may still be noisy. Alternative: do an actual low-sample render via render_viewport_to_path? That returns nothing viewable... Actually I can't read file contents as image. So viewport screenshot is my only visual. Viewport rendered mode refines continuously; screenshot catches current samples — set preview samples 64 and wait? Can't wait directly... execute code with time.sleep? The screenshot happens after code returns; viewport render continues in background between calls — by the time I issue screenshot call (next message roundtrip), several seconds pass, likely refined enough.\n\nSet viewport to RENDERED shading: find window screen area VIEW_3D spaces[0].shading.type='RENDERED'; also set scene.render.engine='CYCLES'.\n\nBut cycles device: CPU default; fine.\n\nFor framing checks early (geometry), use material preview or solid shading screenshot — faster. I'll use 'MATERIAL'? Material preview uses EEVEE; good for layout. Then switch to RENDERED (Cycles) for lighting checks.\n\nAlright — also remember EEVEE in 4.2 is 'BLENDER_EEVEE_NEXT'; viewport material preview handles automatically.\n\nLet me also decide final save path: os.path.join(os.path.expanduser('~'), 'dutch_cg_still_life.blend')? Hmm benchmark harness may have opened blender with a file? get_blendfile_summary_path_info will tell current path. I'll check at start and save there or default save_mainfile() if path set; else set to cwd/scene name.\n\nAlright, begin. Also quickly check monkey operator + blender version in call 1 and report in result.\n\nLet me now write Call 1.\n\n```python\nimport bpy, math, os\nfrom mathutils import Vector\n\nresult = {}\n\n# reset\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.cycles.preview_samples = 32\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.resolution_percentage = 100\nscene.render.image_settings.file_format = 'PNG'\nscene.render.film_transparent = False\ntry:\n    scene.view_settings.look = 'AgX - Medium High Contrast'\nexcept Exception as e:\n    try:\n        scene.view_settings.look = 'Medium High Contrast'\n    except Exception:\n        pass\n\nw = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\nscene.world = w\nw.use_nodes = True\nbg = w.node_tree.nodes.get('Background')\nbg.inputs['Base Color'].default_value = (0.006, 0.005, 0.004, 1)\nbg.inputs['Strength'].default_value = 1.0\n\nresult['blender'] = bpy.app.version_string\nresult['has_monkey'] = hasattr(bpy.ops.mesh, 'primitive_monkey_add')\nresult['filepath'] = bpy.data.filepath\n```\n\nPlus helpers defined (they don't persist across calls! Each execute_blender_code runs in same Blender process — the Python console namespace? The executed code's globals: do definitions persist? The MCP execute_blender_code typically exec's in a persistent namespace (like __main__ or a dedicated dict). Not guaranteed. Safer: re-define helpers in each call, or store helper functions in bpy.app.driver_namespace which persists. I'll attach helpers to bpy.app.driver_namespace['H'] and reuse. Or simply include helper defs in each script (verbose but safe). I'll create a helpers module string stored in driver_namespace and exec it each call:\n\n```python\nbpy.app.driver_namespace['H'] = {...functions...}\n```\n\nFunctions defined in call persist if stored there. I'll do that: define helpers, stash dict.\n\nLet me write the helper set:\n\n- mat(name) get/create with nodes\n- P(mat) principled node\n- setp(mat, **kwargs) set principled inputs by name\n- noise_bump(mat, scale, strength, distance, detail)\n- box(name, loc, dims, mat, bevel)\n- lathe(name, profile, mat, segments=64, loc=(0,0,0))\n- tube(name, pts, radii, bevel, mat) curve\n- uv_sphere(name, loc, scale, mat, seg=48, ring=24)\n- point_at(obj, target)\n- look_at cam\n\nOK writing now. Also floor/wall/table in call 1? Keep call 1 = reset+helpers+report. Then environment. Small calls = easier debugging.\n\nCall 2 (environment): floor, wall, side walls? add left/right wall segments for orbit realism? The orbit: dark room around. Add just back wall + floor; plus maybe two angled side \"wall wings\" (grey) far edges? Skip.\n\nTable wood mat with grain:\nNoise(scale 4, detail 4) → ramp dark browns (0.012,0.006,0.003)-(0.05,0.025,0.012) → base color; Wave bands X scale 2 distortion 7 detail... combine: use Noise for color, Wave for bump subtle. Keep moderate.\n\nWall mat: plaster: base (0.032,0.030,0.028), noise bump strength 0.25 scale 8.\n\nFloor mat: dark planks: base (0.015,0.009,0.006) rough 0.6, noise bump.\n\nCurtain mats in call 2 as well (used in call 3).\n\nAll materials stored in bpy.data so persist.\n\nProceed to write all calls. Let me be decisive on numbers.\n\nEnvironment code:\n\n```python\nH = bpy.app.driver_namespace['H']\n\nfloor = H['box']('Floor', (0,0,-0.05), (8,8,0.1), floor_mat)\nwall = H['box']('BackWall', (0,0.62,1.2), (4.0,0.12,2.4), wall_mat, bevel=0.0)\n\ntable top: ('TableTop', (0,0,0.70), (1.35,0.90,0.04), wood, bevel=0.008)\naprons: front (0,-0.415,0.655) dims (1.25,0.03,0.05); back same y=0.415; sides (±0.635,0,0.655) dims (0.03,0.80,0.05)\nlegs: (±0.60,±0.36,0.34) dims (0.065,0.065,0.68)\n```\n\nWait apron z: under top bottom (top spans z 0.68..0.72): apron center z 0.655 spans 0.63..0.68 ok.\nLegs z 0..0.68.\n\nCurtains as planned.\n\nTeapot code:\n\n```python\nbody_prof = [\n (0.0,0.000),(0.030,0.000),(0.052,0.002),(0.070,0.010),(0.086,0.026),\n (0.094,0.048),(0.094,0.066),(0.086,0.088),(0.072,0.106),(0.060,0.118),\n (0.056,0.126),(0.057,0.131),  # rim lip\n (0.045,0.129),(0.020,0.127),(0.0,0.127)  # close top\n]\nlid_prof = [\n (0.0,0.130),(0.042,0.130),(0.052,0.133),(0.050,0.139),(0.040,0.147),\n (0.024,0.152),(0.012,0.153),\n (0.011,0.157),(0.014,0.161),(0.013,0.167),(0.007,0.171),(0.0,0.172)\n]\n```\n\nLid sits above rim with small gap - fine.\n\nSpout pts (local, +X): \n[(0.060,0,0.030) r1.0? use radius values relative to bevel... I'll pass radii absolute: \npts: (0.058,0,0.028) r0.021; (0.092,0,0.032) r0.018; (0.118,0,0.048) r0.014; (0.135,0,0.075) r0.011; (0.142,0,0.105) r0.009; (0.143,0,0.126) r0.0085. Tip tilt: set last bp tilt? skip.\n\nHandle pts (-X): (-0.082,0,0.096) r0.011; (-0.122,0,0.104) r0.0115; (-0.144,0,0.088) r0.011; (-0.146,0,0.060) r0.0105; (-0.132,0,0.036) r0.010; (-0.098,0,0.028) r0.0095? Ends embed into body (body max r 0.094 at z 0.05-0.09; at z 0.096 body r≈0.086; so handle start x -0.082 inside body ok; bottom attach z 0.028 body r ~0.088 → -0.098 outside slightly... extend bottom point to -0.088: adjust last pt (-0.090,0,0.026).\n\nCeramic mat: ivory (0.62,0.55,0.45)? Under warm light and AgX, aim for warm white: base (0.55,0.50,0.42), roughness 0.22, coat 0.4? Add subtle noise to roughness & tiny bump (crazing): noise scale 35 strength 0.06 distance 0.02. Also very subtle color variation via noise ramp.\n\nConvert curves to mesh at end: select spout/handle, bpy.ops.object.convert(target='MESH').\n\nParent all teapot parts to Empty 'Teapot' at origin then set empty location/rotation. Join instead: simpler transform: create all at final position directly by transforming object data? I'll parent to empty and move empty. For GLB, empties export fine as nodes.\n\nBunny code:\n\n```python\nparts = []\ndef s(loc, scale): parts.append(H['uv_sphere']('bunny_part', loc, scale, None, 40, 20))\ns((0,0,0.062),(0.082,0.058,0.062))       # body\ns((-0.052,0,0.052),(0.055,0.056,0.052))  # haunch\ns((0.052,0,0.088),(0.040,0.038,0.038))   # head\ns((0.080,0,0.076),(0.026,0.026,0.024))   # muzzle/cheek\ns((0.020,0,0.052),(0.045,0.042,0.045))   # chest\ns((-0.088,0,0.066),(0.020,0.020,0.020))  # tail\ns((0.058,0.024,0.020),(0.032,0.014,0.018)) # paw R\ns((0.058,-0.024,0.020),(0.032,0.014,0.018))# paw L\n# ears: long axis X tilted back-up\nearL = H['uv_sphere']('bunny_part',( -0.010,0.020,0.128),(0.052,0.013,0.020),None,32,16); earL.rotation_euler[1]=math.radians(38)\nearR = ... y=-0.020, same rot\n```\n\nThen join all: select parts, active=first, join. Then voxel_remesh size 0.0035? bunny width ~0.19 → 54 voxels — ears only 0.026 thick → ~7 voxels ok. Use 0.003 for safety (63). Remesh may fill gaps between ear and head if close — ears near head will fuse — good (Stanford bunny ears connect).\n\nAfter remesh: shade smooth (polygons smooth). Then object rotZ 180°+ a bit, loc (0.26,0.12,0.727).\n\nTerracotta mat: base (0.28,0.115,0.07), roughness 0.55, noise color ramp subtle + bump 0.1. Maybe make it dark bronze instead? Terracotta pops warm against dark; good with key light. Keep terracotta.\n\nSuzanne code:\n\n```python\nbpy.ops.mesh.primitive_monkey_add(location=(0,0,0))\nmonkey = bpy.context.active_object; monkey.name='Suzanne'\n# scale to height 0.135\n```\nMonkey default: size 2.0 → height ~1.7? Compute dims after add: scale factor = 0.135/dim.z. rot: face -Y? Determine after screenshot; assume default faces +Y? Hmm. In Blender, Add Mesh Monkey: the face looks towards -Y? Front view (numpad 1, looking along +Y... front view shows monkey face) → face points -Y. I'll assume -Y, rotate Z so she gazes slightly left: rotZ -12°? Then also slight tilt X (chin down) 5°? Actually monkeys at rot X 0 face horizontal. fine.\n\nSubsurf 2. Bronze mat with AO patina.\n\nPlinth: lathe profile:\n[(0,0),(0.042,0),(0.045,0.006),(0.038,0.012),(0.030,0.016),(0.028,0.028),(0.032,0.034),(0.036,0.038),(0.0,0.038)] top closed. Hmm need underside? sits on book, bottom open invisible. Marble dark: base (0.06,0.055,0.05), noise veins? simple noise bump, roughness 0.3.\n\nBooks code with covers red/brown/green:\n\n```python\ndef book(name, loc, dims, rotZ, cover_mat):\n    cover = box(...); pages = box pages dims (x-0.008, y-0.012, z*0.72) offset y +0.003? fore-edge at +Y? Actually pages inset on 3 sides: offset pages toward spine: spine at -X? Let spine be -Y side... Keep simple: pages centered but smaller, cover slightly larger: looks book-like enough with bevel. Add spine rounding via bevel 0.004.\n```\n\nRed book under Suzanne: loc (-0.30,0.20,0.727+0.016) dims (0.25,0.18,0.032) rotZ 5°; brown book on top loc z +0.030 dims (0.22,0.16,0.028) rotZ -7°.\nGreen book right: (0.31,-0.01,0.727+0.013) dims (0.21,0.15,0.026) rotZ -18°.\n\nLeather mats: red (0.22,0.02,0.02) rough 0.5 noise bump; brown (0.09,0.045,0.02); green (0.03,0.10,0.04). Pages cream (0.42,0.36,0.26) rough 0.7 with noise bump fine stripes? plain.\n\nSphere: uv_sphere seg 64 ring 32 r 0.062 at (0.16,-0.14,0.789). Checker mat as planned: Checker scale 6.\n\nCandlestick profile:\n[(0,0),(0.042,0),(0.046,0.003),(0.040,0.008),(0.024,0.012),(0.014,0.016),(0.011,0.024),(0.010,0.052),(0.013,0.058),(0.026,0.060),(0.028,0.064),(0.022,0.066),(0.016,0.067),(0.016,0.072),(0,0.072)] — cup solid-ish top at 0.072; candle r 0.010 from z 0.070 to 0.140. Flame at 0.148 above tip.\nBrass aged: base (0.20,0.12,0.045), metallic 0.9, rough 0.35, noise→rough ramp 0.25-0.5, bump 0.1. darken recesses AO.\n\nCandle: cylinder add radius 0.0105 depth 0.07 at z 0.105 (base 0.070). wax mat.\n\nFlame: sphere scale (0.006,0.006,0.013) at z 0.150; emission mat; also tiny point light at same pos energy 5 color (1,0.5,0.2) shadow_soft_size 0.02.\n\nApple: lathe profile:\n[(0,0.008),(0.010,0.002),(0.020,0.000),(0.028,0.004),(0.031,0.012),(0.030,0.022),(0.025,0.032),(0.016,0.038),(0.006,0.039),(0.002,0.037),(0,0.038)] with stem cylinder tilted at top (0,0,0.038)->len 0.012 r 0.0015. Apple dark red (0.30,0.03,0.02) rough 0.3, noise ramp color (0.2..0.35 red), bump slight. loc (-0.28,-0.12, 0.727).\n\nGrapes: cluster positions around (0.02,-0.19): generate 14 spheres r 0.0105 in rough pile: offsets predetermined list. Dark purple (0.045,0.008,0.05), rough 0.25, subsurface 0.1, coat 0.3. stem: small bent tube.\n\nLights & camera as planned.\n\nAlso maybe add a subtle background \"picture frame\" on wall? skip.\n\nAlright, also consider performance: total objects modest. Cycles at 64 samples 1536² — benchmark handles.\n\nGLB note: benchmark exports; AO node may not bake but fine.\n\nPotential problem: cloth sim determinism/time — acceptable.\n\nLet me also add tiny imperfections: rotate teapot slightly, tilt sphere? sphere uniform. Move on.\n\nEdge case: primitive_monkey_add might not exist → fallback: I'll include in call 6 a fallback simple monkey head built from spheres (head sphere, muzzle, brow, two ears, eyes) — crude but passable. Only if needed.\n\nTime to execute. First call: reset + settings + helpers + report (monkey check, version, filepath).\n\nOne more thing: helper `lathe` normals orientation: my winding (a,b,c,d) with i around and j along profile upward — check normal direction: verts ring i at angle a_i, j index along profile. Face (i*n+j, (i+1)*n+j, (i+1)*n+j+1, i*n+j+1). Cross products determine outward vs inward depending on profile direction (bottom→top, center→out...). If normals end up inward, mesh looks inside-out (Cycles renders backface too with same material — two-sided by default in Cycles, so visually okay; but solidify/subsurf interactions & smooth shading might darken). To be safe, after lathe creation, recalc normals: bmesh? Use mesh.calc_normals? Simplest: bpy.ops.object.mode edit → select all → normals_make_consistent? In 4.x operator `bpy.ops.mesh.normals_make_consistent(inside=False)` — still exists? It was renamed... there's `bpy.ops.mesh.normals_make_consistent` historically; newer: 'mesh.normals_make_consistent' still available in 4.x? I think yes. Alternatively in code: iterate polygons, if normal points toward axis... Simpler: build lathe with profile ordered so winding gives outward normals and verify visually.\n\nCompute: ring i angle θ, ring i+1 θ+dθ. v(a)= r(cosθ,sinθ), profile (r,z) increasing upward. Take quad corners: A=(r_j at θ), B=(r_j at θ+dθ), C=(r_{j+1} at θ+dθ), D=(r_{j+1} at θ). Normal ∝ (B-A)×(D-A)? For face winding (A,B,C,D) normal = sum... approx (B-A)×(C-A). B-A ≈ r dθ(-sinθ, cosθ,0) (tangential, t̂). C-A ≈ tangential + radial/vertical. Compute with r const: B-A=t̂ r dθ; C-A = t̂ rdθ + ẑ dz (if profile moving up at same r). (B-A)×(C-A) = (t̂)×(ẑ) rdθ dz. t̂×ẑ =? cylindrical: r̂×t̂=ẑ → t̂×ẑ = r̂. So normal ∝ r̂ * (rdθ dz) → outward if rdθ dz >0. dθ>0, dz>0 → outward. So with profile going upward (z increasing) and CCW rings, winding (A,B,C,D) gives outward normals. My profile starts bottom (z=0) goes up — good, and closing parts at top where r decreases but dz ~0: C-A then radial inward (r decreasing): B-A tangential; C-A = t̂ rdθ + r̂ dr (dr<0). (B-A)×(C-A) = t̂×(t̂ rdθ + r̂ dr) = (t̂×r̂) dr = -ẑ dr = ẑ|dr| → up. For top surface closing, normal up = outward. \n\nBottom cap: profile starts at (0,0) center going outward at same z: A center-ish... For bottom segment dz=0, dr>0: C-A = t̂ rdθ + r̂ dr → normal (t̂×r̂)dr = -ẑ dr → down. Bottom face normal down = outward. All good with winding (A,B,C,D) and rings CCW when viewed from +Z with θ increasing.\n\nRing CCW: θ = 2π i/N increasing → CCW from +Z. Good.\n\nSmooth shading poles fine.\n\nAlright, code writing time. Also store in driver namespace 'H' plus 'STATE' dict for things like TABLE_Z.\n\nAlso: I'll set scene.frame_start/end for cloth (1..80).\n\nAlso unit scale: default metric fine.\n\nLet me now also think ahead: final touch-ups likely include exposure, curtain brightness, sphere roughness. Fine.\n\nAdditionally the \"shaft of warm light\": to make a visible shaft without volume, I could place a warm glowing window shape out of frame? Not visible. Or fake shafts with a few large soft-edged emissive planes? Would look fake. Better: enable subtle volume: world volume density 0.015? At 64 samples + denoise, world volume noise could be ugly. A contained volume cube (around left side) density 0.02 anisotropy 0.5, spotlight through → visible shaft. Spot with blend 0.6 size 40° from upper-left through window-ish → cone catches dust → shaft! This is the classic. Volumes don't export to GLB (fine, noted as acceptable). Let me try: cube covering scene x -1..0.5, y -0.8..0.6, z 0.6..2.0 with principled volume density 0.03. Test render will show noise level; decide keep/remove. With denoiser at 64 samples, usually acceptable. Let me attempt — the \"shaft of warm light\" is explicitly in the brief. If too noisy, reduce density to 0.015.\n\nUse a SPOT for the shaft (strong directional cone) + area key for soft modeling? Both warm from same direction. Spot energy 300W? Let's see: spot at (-1.1,-0.5,2.1), target teapot area (0,0.1,0.78), spot_size 55°, blend 0.55, color (1.0,0.62,0.32), energy 500 (volumes eat light). Area key at (-0.85,-0.45,1.6) energy 150 size 0.5 color (1.0,0.72,0.45). Tune from renders.\n\nVolume cube material: Principled Volume node: density 0.02, color slight warm grey (0.6,0.55,0.5)?, anisotropy 0.4. Connect to Material Output Volume.\n\nAlso floor/wall catch light pool — chiaroscuro.\n\nOK let me finally start executing.\n\nAlso decide save: after everything, bpy.ops.wm.save_as_mainfile(filepath=os.path.join(os.getcwd(),'dutch_cg_still_life.blend'), check_existing=False). Also maybe save again after final tweaks.\n\nLet me write call 1.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":4952,"completion_tokens":23048,"total_tokens":28000,"cost":0.360576,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.360576,"upstream_inference_prompt_cost":0.014856,"upstream_inference_completions_cost":0.34572},"completion_tokens_details":{"reasoning_tokens":21277,"image_tokens":0,"audio_tokens":0}}}

I'll build this Dutch Golden Age still life with CG-history objects step by step. Let me start by setting up the scene, helpers, and checking the environment.

import bpy, math, os
from mathutils import Vector

result = {}

# --- reset scene ---
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.samples = 64
scene.cycles.use_denoising = True
scene.cycles.preview_samples = 32
scene.render.resolution_x = 1536
scene.render.resolution_y = 1536
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = 'PNG'
scene.render.film_transparent = False
try:
    scene.view_settings.look = 'AgX - Medium High Contrast'
except Exception:
    try:
        scene.view_settings.look = 'Medium High Contrast'
    except Exception as e:
        result['look_err'] = str(e)

# dark world
w = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')
scene.world = w
w.use_nodes = True
bg = w.node_tree.nodes.get('Background')
bg.inputs['Base Color'].default_value = (0.006, 0.005, 0.004, 1)
bg.inputs['Strength'].default_value = 1.0

scene.frame_start = 1
scene.frame_end = 80

# ---------------- helpers (persisted in driver namespace) ----------------
def mat(name):
    m = bpy.data.materials.get(name)
    if not m:
        m = bpy.data.materials.new(name)
        m.use_nodes = True
    return m

def P(m):
    return next(n for n in m.node_tree.nodes if n.type == 'BSDF_PRINCIPLED')

def setp(m, **kw):
    p = P(m)
    for k, v in kw.items():
        inp = p.inputs.get(k)
        if inp is not None:
            inp.default_value = v
    return p

def noise_bump(m, scale=6.0, strength=0.2, distance=0.03, detail=3.0):
    nt = m.node_tree; p = P(m)
    tex = nt.nodes.new('ShaderNodeTexNoise')
    tex.inputs['Scale'].default_value = scale
    tex.inputs['Detail'].default_value = detail
    bump = nt.nodes.new('ShaderNodeBump')
    bump.inputs['Strength'].default_value = strength
    bump.inputs['Distance'].default_value = distance
    nt.links.new(tex.outputs['Fac'], bump.inputs['Height'])
    nt.links.new(bump.outputs['Normal'], p.inputs['Normal'])
    return tex, bump

def noise_color(m, c1, c2, scale=5.0, detail=4.0, rough_out=None):
    nt = m.node_tree; p = P(m)
    tex = nt.nodes.new('ShaderNodeTexNoise')
    tex.inputs['Scale'].default_value = scale
    tex.inputs['Detail'].default_value = detail
    ramp = nt.nodes.new('ShaderNodeValToRGB')
    ramp.color_ramp.elements[0].color = (*c1, 1)
    ramp.color_ramp.elements[1].color = (*c2, 1)
    nt.links.new(tex.outputs['Fac'], ramp.inputs['Fac'])
    nt.links.new(ramp.outputs['Color'], p.inputs['Base Color'])
    if rough_out:
        nt.links.new(ramp.outputs['Color'], p.inputs[rough_out])
    return tex, ramp

def link_obj(name, mesh):
    o = bpy.data.objects.new(name, mesh)
    bpy.context.collection.objects.link(o)
    return o

def box(name, loc, dims, material=None, bevel=0.0, rot=(0,0,0)):
    bpy.ops.mesh.primitive_cube_add(location=loc, rotation=rot)
    o = bpy.context.active_object; o.name = name
    o.scale = (dims[0]/2, dims[1]/2, dims[2]/2)
    bpy.ops.object.transform_apply(scale=True)
    if bevel > 0:
        mod = o.modifiers.new('Bevel', 'BEVEL'); mod.width = bevel; mod.segments = 2
    if material: o.data.materials.append(material)
    return o

def lathe(name, profile, material=None, segments=64, loc=(0,0,0)):
    verts = []; faces = []
    n = len(profile)
    for i in range(segments):
        a = 2*math.pi*i/segments
        ca, sa = math.cos(a), math.sin(a)
        for (r, z) in profile:
            verts.append((r*ca, r*sa, z))
    for i in range(segments):
        ni = (i+1) % segments
        for j in range(n-1):
            a = i*n+j; b = ni*n+j; c = ni*n+j+1; d = i*n+j+1
            faces.append((a,b,c,d))
    me = bpy.data.meshes.new(name)
    me.from_pydata(verts, [], faces); me.update()
    for poly in me.polygons: poly.use_smooth = True
    o = link_obj(name, me); o.location = loc
    if material: me.materials.append(material)
    return o

def tube(name, pts, radii, bevel, material=None, loc=(0,0,0), resolution=3):
    cu = bpy.data.curves.new(name, 'CURVE'); cu.dimensions = '3D'
    cu.resolution_u = 16; cu.bevel_resolution = resolution
    spl = cu.splines.new('BEZIER'); spl.bezier_points.add(len(pts)-1)
    for bp, co, r in zip(spl.bezier_points, pts, radii):
        bp.co = co; bp.radius = r
        bp.handle_left_type = 'AUTO'; bp.handle_right_type = 'AUTO'
    cu.bevel_depth = bevel
    o = link_obj(name, cu); o.location = loc
    if material: cu.materials.append(material)
    return o

def uv_sphere(name, loc, scale, material=None, seg=40, rings=20):
    bpy.ops.mesh.primitive_uv_sphere_add(segments=seg, ring_count=rings, location=loc)
    o = bpy.context.active_object; o.name = name
    o.scale = scale
    bpy.ops.object.transform_apply(scale=True)
    for poly in o.data.polygons: poly.use_smooth = True
    if material: o.data.materials.append(material)
    return o

def cylinder(name, loc, radius, depth, material=None, rot=(0,0,0), verts=32):
    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc, rotation=rot)
    o = bpy.context.active_object; o.name = name
    for poly in o.data.polygons: poly.use_smooth = True
    if material: o.data.materials.append(material)
    return o

def point_at(o, target):
    d = (Vector(target) - o.location).normalized()
    o.rotation_euler = d.to_track_quat('-Z', 'Y').to_euler()

H = dict(mat=mat, P=P, setp=setp, noise_bump=noise_bump, noise_color=noise_color,
         box=box, lathe=lathe, tube=tube, uv_sphere=uv_sphere, cylinder=cylinder,
         point_at=point_at, link_obj=link_obj)
bpy.app.driver_namespace['H'] = H
bpy.app.driver_namespace['STATE'] = {'TABLE_Z': 0.727}

result['blender'] = bpy.app.version_string
result['has_monkey'] = hasattr(bpy.ops.mesh, 'primitive_monkey_add')
result['filepath'] = bpy.data.filepath
result['cwd'] = os.getcwd()

{"code":"import bpy, math, os\nfrom mathutils import Vector\n\nresult = {}\n\n# --- reset scene ---\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.cycles.preview_samples = 32\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.render.resolution_percentage = 100\nscene.render.image_settings.file_format = 'PNG'\nscene.render.film_transparent = False\ntry:\n    scene.view_settings.look = 'AgX - Medium High Contrast'\nexcept Exception:\n    try:\n        scene.view_settings.look = 'Medium High Contrast'\n    except Exception as e:\n        result['look_err'] = str(e)\n\n# dark world\nw = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\nscene.world = w\nw.use_nodes = True\nbg = w.node_tree.nodes.get('Background')\nbg.inputs['Base Color'].default_value = (0.006, 0.005, 0.004, 1)\nbg.inputs['Strength'].default_value = 1.0\n\nscene.frame_start = 1\nscene.frame_end = 80\n\n# ---------------- helpers (persisted in driver namespace) ----------------\ndef mat(name):\n    m = bpy.data.materials.get(name)\n    if not m:\n        m = bpy.data.materials.new(name)\n        m.use_nodes = True\n    return m\n\ndef P(m):\n    return next(n for n in m.node_tree.nodes if n.type == 'BSDF_PRINCIPLED')\n\ndef setp(m, **kw):\n    p = P(m)\n    for k, v in kw.items():\n        inp = p.inputs.get(k)\n        if inp is not None:\n            inp.default_value = v\n    return p\n\ndef noise_bump(m, scale=6.0, strength=0.2, distance=0.03, detail=3.0):\n    nt = m.node_tree; p = P(m)\n    tex = nt.nodes.new('ShaderNodeTexNoise')\n    tex.inputs['Scale'].default_value = scale\n    tex.inputs['Detail'].default_value = detail\n    bump = nt.nodes.new('ShaderNodeBump')\n    bump.inputs['Strength'].default_value = strength\n    bump.inputs['Distance'].default_value = distance\n    nt.links.new(tex.outputs['Fac'], bump.inputs['Height'])\n    nt.links.new(bump.outputs['Normal'], p.inputs['Normal'])\n    return tex, bump\n\ndef noise_color(m, c1, c2, scale=5.0, detail=4.0, rough_out=None):\n    nt = m.node_tree; p = P(m)\n    tex = nt.nodes.new('ShaderNodeTexNoise')\n    tex.inputs['Scale'].default_value = scale\n    tex.inputs['Detail'].default_value = detail\n    ramp = nt.nodes.new('ShaderNodeValToRGB')\n    ramp.color_ramp.elements[0].color = (*c1, 1)\n    ramp.color_ramp.elements[1].color = (*c2, 1)\n    nt.links.new(tex.outputs['Fac'], ramp.inputs['Fac'])\n    nt.links.new(ramp.outputs['Color'], p.inputs['Base Color'])\n    if rough_out:\n        nt.links.new(ramp.outputs['Color'], p.inputs[rough_out])\n    return tex, ramp\n\ndef link_obj(name, mesh):\n    o = bpy.data.objects.new(name, mesh)\n    bpy.context.collection.objects.link(o)\n    return o\n\ndef box(name, loc, dims, material=None, bevel=0.0, rot=(0,0,0)):\n    bpy.ops.mesh.primitive_cube_add(location=loc, rotation=rot)\n    o = bpy.context.active_object; o.name = name\n    o.scale = (dims[0]/2, dims[1]/2, dims[2]/2)\n    bpy.ops.object.transform_apply(scale=True)\n    if bevel > 0:\n        mod = o.modifiers.new('Bevel', 'BEVEL'); mod.width = bevel; mod.segments = 2\n    if material: o.data.materials.append(material)\n    return o\n\ndef lathe(name, profile, material=None, segments=64, loc=(0,0,0)):\n    verts = []; faces = []\n    n = len(profile)\n    for i in range(segments):\n        a = 2*math.pi*i/segments\n        ca, sa = math.cos(a), math.sin(a)\n        for (r, z) in profile:\n            verts.append((r*ca, r*sa, z))\n    for i in range(segments):\n        ni = (i+1) % segments\n        for j in range(n-1):\n            a = i*n+j; b = ni*n+j; c = ni*n+j+1; d = i*n+j+1\n            faces.append((a,b,c,d))\n    me = bpy.data.meshes.new(name)\n    me.from_pydata(verts, [], faces); me.update()\n    for poly in me.polygons: poly.use_smooth = True\n    o = link_obj(name, me); o.location = loc\n    if material: me.materials.append(material)\n    return o\n\ndef tube(name, pts, radii, bevel, material=None, loc=(0,0,0), resolution=3):\n    cu = bpy.data.curves.new(name, 'CURVE'); cu.dimensions = '3D'\n    cu.resolution_u = 16; cu.bevel_resolution = resolution\n    spl = cu.splines.new('BEZIER'); spl.bezier_points.add(len(pts)-1)\n    for bp, co, r in zip(spl.bezier_points, pts, radii):\n        bp.co = co; bp.radius = r\n        bp.handle_left_type = 'AUTO'; bp.handle_right_type = 'AUTO'\n    cu.bevel_depth = bevel\n    o = link_obj(name, cu); o.location = loc\n    if material: cu.materials.append(material)\n    return o\n\ndef uv_sphere(name, loc, scale, material=None, seg=40, rings=20):\n    bpy.ops.mesh.primitive_uv_sphere_add(segments=seg, ring_count=rings, location=loc)\n    o = bpy.context.active_object; o.name = name\n    o.scale = scale\n    bpy.ops.object.transform_apply(scale=True)\n    for poly in o.data.polygons: poly.use_smooth = True\n    if material: o.data.materials.append(material)\n    return o\n\ndef cylinder(name, loc, radius, depth, material=None, rot=(0,0,0), verts=32):\n    bpy.ops.mesh.primitive_cylinder_add(vertices=verts, radius=radius, depth=depth, location=loc, rotation=rot)\n    o = bpy.context.active_object; o.name = name\n    for poly in o.data.polygons: poly.use_smooth = True\n    if material: o.data.materials.append(material)\n    return o\n\ndef point_at(o, target):\n    d = (Vector(target) - o.location).normalized()\n    o.rotation_euler = d.to_track_quat('-Z', 'Y').to_euler()\n\nH = dict(mat=mat, P=P, setp=setp, noise_bump=noise_bump, noise_color=noise_color,\n         box=box, lathe=lathe, tube=tube, uv_sphere=uv_sphere, cylinder=cylinder,\n         point_at=point_at, link_obj=link_obj)\nbpy.app.driver_namespace['H'] = H\nbpy.app.driver_namespace['STATE'] = {'TABLE_Z': 0.727}\n\nresult['blender'] = bpy.app.version_string\nresult['has_monkey'] = hasattr(bpy.ops.mesh, 'primitive_monkey_add')\nresult['filepath'] = bpy.data.filepath\nresult['cwd'] = os.getcwd()\n"}