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

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A Pembroke Welsh Corgi caught mid-pounce on a beach ball, frozen at the funniest possible frame. This is a posed action still, not an animation — one moment, chosen well.

The dog. Corgi anatomy is non-negotiable and is most of the test: a long low body, comically short legs, oversized upright triangular ears, a fox-like muzzle with an open panting mouth, a fluffy white-and-tan coat with the classic corgi markings (white blaze, chest, and socks; tan/red saddle), and the signature big round hindquarters. The body must read as soft and organic — no hard-surface seams, no mannequin stiffness. Fur may be particle/geometry hair, sculpted clumps, or a well-crafted shader-level treatment, but the silhouette must break softly at the chest, haunches, and ear edges rather than reading as smooth plastic.

The action. The corgi is mid-play: forepaws planted on top of the ball, hind legs still pushing off the sand, ears back from momentum, tongue out. The pose must have gesture — a curve of effort through the spine, weight visibly committed forward. The beach ball responds: it squashes where the paws load it, and it has begun to roll or skid, kicking up a small spray of sand. A static dog standing next to an intact sphere fails the brief.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors with a white pole cap and a small valve nub. Slightly translucent vinyl with a soft sheen, visible panel seams, and honest deformation under the paws — a crease or dimple, not an intersecting rigid sphere.

Setting. Minimal: a patch of sandy beach with paw prints leading in, a few sand particles in the air around the point of impact, bright midday sun with a crisp shadow under dog and ball, and a simple sky or blurred sea horizon. The environment is a stage, not the subject.

Composition. Camera low, near corgi eye level, close enough that the dog and ball dominate the frame. The moment should make a person smile before they evaluate anything technical — charm and gesture are what human voters will judge first.

Deliverable. Final render plus a clay/matcap render for anatomy and pose evaluation.

</task>

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

[Tool]
Hyper3D Rodin integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
                            3. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Tool] Code executed successfully: Scene cleared successfully

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Sky" not found'

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'math' is not defined

[Tool] Code executed successfully: World setup complete with gradient sky

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Subsurface" not found'

[Tool]
Code executed successfully: Principled BSDF inputs:
  - Base Color: default=<bpy_float[4], NodeSocketColor.default_value>
  - Metallic: default=0.0
  - Roughness: default=0.5
  - IOR: default=1.5
  - Alpha: default=1.0
  - Normal: default=<bpy_float[3], NodeSocketVector.default_value>
  - Weight: default=0.0
  - Diffuse Roughness: default=0.0
  - Subsurface Weight: default=0.0
  - Subsurface Radius: default=<bpy_float[3], NodeSocketVector.default_value>
  - Subsurface Scale: default=0.05000000074505806
  - Subsurface IOR: default=1.399999976158142
  - Subsurface Anisotropy: default=0.0
  - Specular IOR Level: default=0.5
  - Specular Tint: default=<bpy_float[4], NodeSocketColor.default_value>
  - Anisotropic: default=0.0
  - Anisotropic Rotation: default=0.0
  - Tangent: default=<bpy_float[3], NodeSocketVector.default_value>
  - Transmission Weight: default=0.0
  - Coat Weight: default=0.0
  - Coat Roughness: default=0.029999999329447746
  - Coat IOR: default=1.5
  - Coat Tint: default=<bpy_float[4], NodeSocketColor.default_value>
  - Coat Normal: default=<bpy_float[3], NodeSocketVector.default_value>
  - Sheen Weight: default=0.0
  - Sheen Roughness: default=0.5
  - Sheen Tint: default=<bpy_float[4], NodeSocketColor.default_value>
  - Emission Color: default=<bpy_float[4], NodeSocketColor.default_value>
  - Emission Strength: default=0.0
  - Thin Film Thickness: default=0.0
  - Thin Film IOR: default=1.3300000429153442

[Tool]
Code executed successfully: Corgi materials created successfully
  - Corgi_White_Fur.001
  - Corgi_Tan_Fur
  - Corgi_Dark
  - Corgi_Pink

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

[Tool]
Code executed successfully: Beach ball created
Sand ground created

[Tool]
Code executed successfully: Body base created
Chest and hips created

[Tool] Code executed successfully: Head and muzzle created

[Tool]
Code executed successfully: Ears created
Legs and paws created

[Tool]
Code executed successfully: Tongue created
Eyes created
Corgi parts parented to root

[Tool] Error searching Sketchfab models: Communication error with Blender: Unknown command type: search_sketchfab_models

[Tool] Code executed successfully: Old corgi parts deleted

[Tool] Code executed successfully: Corgi base mesh created

[Tool] PolyHaven integration is disabled. Select it in the sidebar in BlenderMCP, then run it again.

[Tool]
PolyHaven integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Poly Haven' checkbox
                            3. Restart the connection to Claude

[Tool] Code executed successfully: Materials verified

[Tool] Code executed successfully: Corgi parts created - basic version

[Tool] Code executed successfully: Legs and paws created

[Tool]
Code executed successfully: Scene cleared
Beach ball with colored panels created

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Same input/output direction of sockets

[Tool] Code executed successfully: Sand ground created

[Tool] Code executed successfully: Corgi body and head created

[Tool] Code executed successfully: Face details, legs, and paws created

[Tool]
Code executed successfully: Objects in scene:
  Beach_Ball - location: <Vector (0.3000, 0.0000, 0.4000)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Body - location: <Vector (0.0500, 0.0000, 0.3500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Chest - location: <Vector (0.2500, 0.0000, 0.3200)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Ear_Inner_L - location: <Vector (0.5000, 0.0800, 0.6300)>, rotation: <Euler (x=0.2000, y=-0.1000, z=0.1500), order='XYZ'>
  Corgi_Ear_Inner_R - location: <Vector (0.5000, -0.0800, 0.6300)>, rotation: <Euler (x=0.2000, y=0.1000, z=0.1500), order='XYZ'>
  Corgi_Ear_L - location: <Vector (0.5000, 0.1000, 0.6500)>, rotation: <Euler (x=0.2000, y=-0.1000, z=0.1500), order='XYZ'>
  Corgi_Ear_R - location: <Vector (0.5000, -0.1000, 0.6500)>, rotation: <Euler (x=0.2000, y=0.1000, z=0.1500), order='XYZ'>
  Corgi_Eye_L - location: <Vector (0.5500, 0.0600, 0.5500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Eye_R - location: <Vector (0.5500, -0.0600, 0.5500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Head - location: <Vector (0.5000, 0.0000, 0.5200)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Hips - location: <Vector (-0.2000, 0.0000, 0.3200)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Leg_FL - location: <Vector (0.3000, 0.1200, 0.2000)>, rotation: <Euler (x=0.8000, y=0.0000, z=0.1000), order='XYZ'>
  Corgi_Leg_FR - location: <Vector (0.3000, -0.1200, 0.2000)>, rotation: <Euler (x=0.8000, y=0.0000, z=-0.1000), order='XYZ'>
  Corgi_Leg_HL - location: <Vector (-0.3000, 0.1500, 0.1500)>, rotation: <Euler (x=-0.6000, y=0.1000, z=0.0500), order='XYZ'>
  Corgi_Leg_HR - location: <Vector (-0.3000, -0.1500, 0.1500)>, rotation: <Euler (x=-0.6000, y=-0.1000, z=0.0500), order='XYZ'>
  Corgi_Muzzle - location: <Vector (0.6500, 0.0000, 0.4800)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Nose - location: <Vector (0.7200, 0.0000, 0.4900)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Paw_FL - location: <Vector (0.3000, 0.1200, 0.0800)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Paw_FR - location: <Vector (0.3000, -0.1200, 0.0800)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Paw_HL - location: <Vector (-0.3000, 0.1500, 0.0500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Paw_HR - location: <Vector (-0.3000, -0.1500, 0.0500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Tongue - location: <Vector (0.6800, 0.0000, 0.4000)>, rotation: <Euler (x=0.6000, y=0.0000, z=0.0000), order='XYZ'>
  Eye_Shine_L - location: <Vector (0.5550, 0.0700, 0.5550)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Eye_Shine_R - location: <Vector (0.5550, -0.0500, 0.5550)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Sand_Ground - location: <Vector (0.0000, 0.0000, 0.0000)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Sand_Ground.001 - location: <Vector (0.0000, 0.0000, 0.0000)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>

Materials:
  Beach_Ball_Mat
  Beach_Ball_Mat.001
  Beach_Ball_Mat.002
  Corgi_Dark
  Corgi_Pink
  Corgi_Tan_Fur
  Corgi_White_Fur
  Corgi_White_Fur.001
  Sand_Mat
  Sand_Mat.001
  Sand_Mat.002

[Assistant] We have duplicate objects from previous attempts. Let me clean up and fix the scene:

[Tool]
Code executed successfully: Beach ball material: None

Remaining objects:
  Beach_Ball
  Corgi_Body
  Corgi_Chest
  Corgi_Ear_Inner_L
  Corgi_Ear_Inner_R
  Corgi_Ear_L
  Corgi_Ear_R
  Corgi_Eye_L
  Corgi_Eye_R
  Corgi_Head
  Corgi_Hips
  Corgi_Leg_FL
  Corgi_Leg_FR
  Corgi_Leg_HL
  Corgi_Leg_HR
  Corgi_Muzzle
  Corgi_Nose
  Corgi_Paw_FL
  Corgi_Paw_FR
  Corgi_Paw_HL
  Corgi_Paw_HR
  Corgi_Tongue
  Eye_Shine_L
  Eye_Shine_R
  Sand_Ground

[Tool]
Code executed successfully: Ball mat exists, checking nodes...
  Node: Principled BSDF type=BSDF_PRINCIPLED
  Node: Material Output type=OUTPUT_MATERIAL
Material assigned to ball
Ball location: <Vector (0.3000, 0.0000, 0.4000)>
Ball scale: <Vector (1.0000, 1.0000, 1.0000)>

[Tool] Code executed successfully: Beach ball material rebuilt with 6-panel pattern and white pole caps

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'ball' is not defined

[Tool]
Code executed successfully: Ball at <Vector (0.3000, 0.0000, 0.4000)>, radius from scale: <Vector (1.0000, 1.0000, 1.0000)>
Corgi positioned. Root at <Vector (0.0000, 0.0000, 0.6200)>
Front paw world position approx: (0.3, 0.12, 0.7) = (0.3, 0.12, 0.7)

[Tool] Code executed successfully: Pose adjusted

[Tool]
Code executed successfully: Ball valve nub created
Sand spray particles created
Paw prints created

[Tool] Code executed successfully: Lighting setup complete

[Tool]
Code executed successfully: Camera setup complete
Camera at <Vector (0.1000, -0.8000, 0.3000)>, looking at corgi head

[Tool]
Code executed successfully: === Scene Overview ===
Ball: pos=<Vector (0.3000, 0.0000, 0.4000)>
Corgi_Body: local=<Vector (0.0500, 0.0000, 0.3500)>, world=<Vector (0.0500, -0.0695, 0.9630)>
Corgi_Head: local=<Vector (0.5000, 0.0000, 0.5200)>, world=<Vector (0.5000, -0.1033, 1.1296)>
Corgi_Leg_FL: local=<Vector (0.3500, 0.1200, 0.1500)>, world=<Vector (0.3500, 0.0878, 0.7909)>
Corgi_Paw_FL: local=<Vector (0.3500, 0.1200, 0.0500)>, world=<Vector (0.3500, 0.1077, 0.6928)>
Corgi_Leg_HL: local=<Vector (-0.3500, 0.1500, 0.1000)>, world=<Vector (-0.3500, 0.1271, 0.7478)>
Corgi_Paw_HL: local=<Vector (-0.3500, 0.1500, 0.0200)>, world=<Vector (-0.3500, 0.1430, 0.6694)>

Camera: pos=<Vector (0.1000, -0.8000, 0.3000)>, rot=<Euler (x=1.3963, y=0.0000, z=0.0000), order='XYZ'>
  Constraint: Track To, type=TRACK_TO, target=<bpy_struct, Object("Corgi_Head") at 0x00000255E4D48808>

[Tool]
Code executed successfully: Corgi_Body: world=<Vector (0.0500, -0.0695, 0.9630)>
Corgi_Paw_FL: world=<Vector (0.3500, 0.1077, 0.6928)>
Corgi_Paw_HL: world=<Vector (-0.3500, 0.1430, 0.6694)>

Ball top at z=0.8, ball front at x=0.7

[Tool]
Code executed successfully: Corgi_Body: world=<Vector (0.0500, -0.0556, 0.8944)>
Corgi_Paw_FL: world=<Vector (0.3500, 0.1077, 0.6928)>
Corgi_Paw_HL: world=<Vector (-0.3500, 0.1569, 0.6008)>
Corgi_Head: world=<Vector (0.5000, -0.1033, 1.1296)>
Ball top at z=0.8

[Tool]
Code executed successfully: Corgi body repositioned
Now positioning legs...

[Tool]
Code executed successfully: Legs positioned for mid-pounce pose
  Corgi_Paw_FL: world=<Vector (0.3000, -0.0215, 1.3299)>
  Corgi_Paw_FR: world=<Vector (0.3000, -0.2567, 1.2822)>
  Corgi_Paw_HL: world=<Vector (-0.3000, 0.1430, 0.6694)>
  Corgi_Paw_HR: world=<Vector (-0.3000, -0.1510, 0.6098)>
  Corgi_Body: world=<Vector (0.0500, -0.0397, 0.8160)>
  Corgi_Head: world=<Vector (0.4000, -0.0755, 0.9924)>
  Ball top: (0.3, 0, 0.8)

[Tool]
Code executed successfully: Corgi fully repositioned with root at origin
Verifying positions...
Done. Please check the camera view.

[Assistant] Now let me add the ball deformation and squash, and improve the materials. Let me also add fur/hair.

[Tool] Error executing code: Communication error with Blender: Code execution error: Calling operator "bpy.ops.object.lattice_add" error, could not be found

[Tool]
Code executed successfully: Ball squashed under paw contact points
Adding panel seam effect to material

[Tool]
Code executed successfully: Rebuilding with simpler approach...
Ball material rebuilt with 6 panels, white caps, and vinyl sheen

[Tool]
Code executed successfully: Tan fur material enhanced with texture
White fur material enhanced with texture
Corgi materials enhanced

[Tool]
Code executed successfully: Camera set up - low angle, near corgi eye level
Lighting adjusted

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: expected a string enum, not Material

[Tool] Error executing code: Communication error with Blender: Code execution error: 'ParticleSettings' object has no attribute 'hair_shape'

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "PARTICLES" not found in ('NONE', 'SIMPLE', 'INTERPOLATED')

[Tool]
Code executed successfully: Fur particles added to body
Fur added to chest
Fur added to hips
Fur added to head
Fur added to Corgi_Ear_L
Fur added to Corgi_Ear_R
All fur particles added!

[Tool]
Code executed successfully: White blaze added to forehead
Chest already has white fur material
White collar marking added
Fur added to Corgi_Leg_FL
Fur added to Corgi_Leg_FR
Fur added to Corgi_Leg_HL
Fur added to Corgi_Leg_HR
All fur added to legs

[Tool]
Code executed successfully: Sand spray particles recreated
Sea background added

[Tool]
Code executed successfully: Assigned tan to Corgi_Body
Assigned tan to Corgi_Hips
Assigned white to Corgi_Chest
Assigned white to Corgi_Head
Assigned white to Corgi_Muzzle
Assigned white to Corgi_Leg_FL
Assigned white to Corgi_Leg_FR
Assigned white to Corgi_Paw_FL
Assigned white to Corgi_Paw_FR
Assigned white to Corgi_Paw_HL
Assigned white to Corgi_Paw_HR
Assigned white to Corgi_Blaze
Assigned white to Corgi_Collar_Mark
Materials assigned to all corgi parts

=== FINAL SCENE ===
  Ball_Valve: type=mesh, material=Valve_Mat, location=<Vector (0.3000, 0.0000, 0.7800)>
  Beach_Ball: type=mesh, material=Beach_Ball_Mat.001, location=<Vector (0.3000, 0.0000, 0.4000)>
  Corgi_Blaze: type=mesh, material=Corgi_White_Fur, location=<Vector (0.4200, 0.0000, 0.4400)>
  Corgi_Body: type=mesh, material=Corgi_Tan_Fur, location=<Vector (0.0500, 0.0000, 0.2200)>
  Corgi_Chest: type=mesh, material=Corgi_White_Fur, location=<Vector (0.2000, 0.0000, 0.2200)>
  Corgi_Collar_Mark: type=mesh, material=Corgi_White_Fur, location=<Vector (0.3000, 0.0000, 0.2800)>
  Corgi_Ear_Inner_L: type=mesh, material=Corgi_Pink, location=<Vector (0.4000, 0.0700, 0.4900)>
  Corgi_Ear_Inner_R: type=mesh, material=Corgi_Pink, location=<Vector (0.4000, -0.0700, 0.4900)>
  Corgi_Ear_L: type=mesh, material=Corgi_Tan_Fur, location=<Vector (0.4000, 0.0800, 0.5000)>
  Corgi_Ear_R: type=mesh, material=Corgi_Tan_Fur, location=<Vector (0.4000, -0.0800, 0.5000)>
  Corgi_Eye_L: type=mesh, material=Corgi_Dark, location=<Vector (0.4500, 0.0500, 0.4400)>
  Corgi_Eye_R: type=mesh, material=Corgi_Dark, location=<Vector (0.4500, -0.0500, 0.4400)>
  Corgi_Head: type=mesh, material=Corgi_White_Fur, location=<Vector (0.4000, 0.0000, 0.4000)>
  Corgi_Hips: type=mesh, material=Corgi_Tan_Fur, location=<Vector (-0.1500, 0.0000, 0.2200)>
  Corgi_Leg_FL: type=mesh, material=Corgi_White_Fur, location=<Vector (0.2000, 0.0900, 0.5000)>
  Corgi_Leg_FR: type=mesh, material=Corgi_White_Fur, location=<Vector (0.2000, -0.0900, 0.5000)>
  Corgi_Leg_HL: type=mesh, material=Corgi_Tan_Fur, location=<Vector (-0.1500, 0.1200, 0.1000)>
  Corgi_Leg_HR: type=mesh, material=Corgi_Tan_Fur, location=<Vector (-0.1500, -0.1200, 0.1000)>
  Corgi_Muzzle: type=mesh, material=Corgi_White_Fur, location=<Vector (0.5300, 0.0000, 0.3700)>
  Corgi_Nose: type=mesh, material=Corgi_Dark, location=<Vector (0.5900, 0.0000, 0.3800)>
  Corgi_Paw_FL: type=mesh, material=Corgi_White_Fur, location=<Vector (0.3000, 0.0900, 0.7800)>
  Corgi_Paw_FR: type=mesh, material=Corgi_White_Fur, location=<Vector (0.3000, -0.0900, 0.7800)>
  Corgi_Paw_HL: type=mesh, material=Corgi_White_Fur, location=<Vector (-0.1500, 0.1200, 0.0200)>
  Corgi_Paw_HR: type=mesh, material=Corgi_White_Fur, location=<Vector (-0.1500, -0.1200, 0.0200)>
  Corgi_Root: type=empty
  Corgi_Root.001: type=empty
  Corgi_Tongue: type=mesh, material=Corgi_Pink, location=<Vector (0.5500, 0.0000, 0.2900)>
  Eye_Shine_L: type=mesh, material=None, location=<Vector (0.4550, 0.0550, 0.4450)>
  Eye_Shine_R: type=mesh, material=None, location=<Vector (0.4550, -0.0450, 0.4450)>
  Fill_Light: type=light, energy=100.0
  Main_Camera: type=camera
  Paw_Print_00: type=mesh, material=Dark_Sand_Temp, location=<Vector (0.1000, 0.1200, 0.0050)>
  Paw_Print_01: type=mesh, material=Dark_Sand_Temp.001, location=<Vector (0.1000, -0.1200, 0.0050)>
  Paw_Print_02: type=mesh, material=Dark_Sand_Temp.002, location=<Vector (-0.1000, 0.1500, 0.0050)>
  Paw_Print_03: type=mesh, material=Dark_Sand_Temp.003, location=<Vector (-0.1000, -0.1500, 0.0050)>
  Paw_Print_04: type=mesh, material=Dark_Sand_Temp.004, location=<Vector (-0.2500, 0.1500, 0.0050)>
  Paw_Print_05: type=mesh, material=Dark_Sand_Temp.005, location=<Vector (-0.2500, -0.1500, 0.0050)>
  Rim_Light: type=light, energy=200.0
  Sand_Ground: type=mesh, material=None, location=<Vector (0.0000, 0.0000, 0.0000)>
  Sand_Particle_00: type=mesh, material=Sand_Mat, location=<Vector (0.1837, -0.2850, 0.1100)>
  Sand_Particle_01: type=mesh, material=Sand_Mat, location=<Vector (0.3353, -0.2478, 0.1688)>
  Sand_Particle_02: type=mesh, material=Sand_Mat, location=<Vector (-0.1841, -0.1807, 0.2600)>
  Sand_Particle_03: type=mesh, material=Sand_Mat, location=<Vector (0.2857, -0.2961, 0.3223)>
  Sand_Particle_04: type=mesh, material=Sand_Mat, location=<Vector (0.3743, -0.0980, 0.0371)>
  Sand_Particle_05: type=mesh, material=Sand_Mat, location=<Vector (0.2843, 0.1378, 0.2145)>
  Sand_Particle_06: type=mesh, material=Sand_Mat, location=<Vector (0.2976, 0.0711, 0.3447)>
  Sand_Particle_07: type=mesh, material=Sand_Mat, location=<Vector (-0.0633, -0.1264, 0.0319)>
  Sand_Particle_08: type=mesh, material=Sand_Mat, location=<Vector (0.1814, -0.0811, 0.1481)>
  Sand_Particle_09: type=mesh, material=Sand_Mat, location=<Vector (0.1888, 0.0655, 0.0685)>
  Sand_Particle_10: type=mesh, material=Sand_Mat, location=<Vector (0.3937, 0.0840, 0.2228)>
  Sand_Particle_11: type=mesh, material=Sand_Mat, location=<Vector (-0.0626, -0.2807, 0.1262)>
  Sand_Particle_12: type=mesh, material=Sand_Mat, location=<Vector (0.3258, -0.1112, 0.2622)>
  Sand_Particle_13: type=mesh, material=Sand_Mat, location=<Vector (-0.0411, -0.1520, 0.2245)>
  Sand_Particle_14: type=mesh, material=Sand_Mat, location=<Vector (0.0396, -0.1684, 0.3990)>
  Sand_Particle_15: type=mesh, material=Sand_Mat, location=<Vector (-0.1342, 0.0765, 0.3168)>
  Sand_Particle_16: type=mesh, material=Sand_Mat, location=<Vector (0.3977, 0.0175, 0.3884)>
  Sand_Particle_17: type=mesh, material=Sand_Mat, location=<Vector (0.2090, 0.0222, 0.1067)>
  Sand_Particle_18: type=mesh, material=Sand_Mat, location=<Vector (0.0722, 0.2723, 0.3503)>
  Sand_Particle_19: type=mesh, material=Sand_Mat, location=<Vector (0.3476, 0.2223, 0.1194)>
  Sand_Particle_20: type=mesh, material=Sand_Mat, location=<Vector (0.2575, 0.0236, 0.3115)>
  Sand_Particle_21: type=mesh, material=Sand_Mat, location=<Vector (-0.1883, 0.2575, 0.3515)>
  Sand_Particle_22: type=mesh, material=Sand_Mat, location=<Vector (0.3268, 0.2682, 0.0343)>
  Sand_Particle_23: type=mesh, material=Sand_Mat, location=<Vector (0.2595, -0.2230, 0.1901)>
  Sand_Particle_24: type=mesh, material=Sand_Mat, location=<Vector (0.0539, -0.1729, 0.2157)>
  Sand_Particle_25: type=mesh, material=Sand_Mat, location=<Vector (0.3971, 0.0899, 0.1752)>
  Sand_Particle_26: type=mesh, material=Sand_Mat, location=<Vector (0.0029, 0.0530, 0.0920)>
  Sand_Particle_27: type=mesh, material=Sand_Mat, location=<Vector (-0.0626, 0.2433, 0.3439)>
  Sand_Particle_28: type=mesh, material=Sand_Mat, location=<Vector (-0.0715, -0.2206, 0.3742)>
  Sand_Particle_29: type=mesh, material=Sand_Mat, location=<Vector (0.2845, -0.1858, 0.0388)>
  Sand_Particle_30: type=mesh, material=Sand_Mat, location=<Vector (0.2374, 0.1040, 0.3937)>
  Sand_Particle_31: type=mesh, material=Sand_Mat, location=<Vector (0.3170, -0.1508, 0.0761)>
  Sand_Particle_32: type=mesh, material=Sand_Mat, location=<Vector (-0.0501, 0.2540, 0.1773)>
  Sand_Particle_33: type=mesh, material=Sand_Mat, location=<Vector (0.3996, 0.2016, 0.3876)>
  Sand_Particle_34: type=mesh, material=Sand_Mat, location=<Vector (0.0914, -0.1718, 0.1604)>
  Sand_Particle_35: type=mesh, material=Sand_Mat, location=<Vector (-0.0409, 0.1704, 0.1820)>
  Sand_Particle_36: type=mesh, material=Sand_Mat, location=<Vector (0.1335, 0.1310, 0.0619)>
  Sand_Particle_37: type=mesh, material=Sand_Mat, location=<Vector (0.1253, 0.1488, 0.0229)>
  Sand_Particle_38: type=mesh, material=Sand_Mat, location=<Vector (-0.1055, 0.2765, 0.0320)>
  Sand_Particle_39: type=mesh, material=Sand_Mat, location=<Vector (-0.0589, -0.2281, 0.3561)>
  Sea_Background: type=mesh, material=Sea_Mat, location=<Vector (0.0000, -5.0000, 0.5000)>
  Sun_Light: type=light, energy=4.0

Camera: Main_Camera
Render engine: CYCLES

[Tool]
Code executed successfully: Fixed Sand_Ground material
Fixed Beach_Ball material
Scene cleaned up

[Tool]
Code executed successfully: Ball seam handling complete
Sand displacement added
Scene enhancements complete

[Tool]
Code executed successfully: Clay/matcap materials created
Camera: pos=<Vector (0.1000, -0.7000, 0.3000)>, lens=28.0
Final settings applied

[Assistant] Let me verify the scene more carefully and make final adjustments to the pose and camera.

[Tool]
Code executed successfully: Front leg FL: pos=<Vector (0.2000, 0.0900, 0.5000)>, scale=<Vector (0.0250, 0.0250, 0.2000)>, rot=<Euler (x=-0.6000, y=0.1500, z=0.0000), order='XYZ'>

Scene bounding box:
  X: -5.000 to 5.000 (width: 10.000)
  Y: -5.000 to 4.000 (width: 9.000)
  Z: -4.500 to 5.500 (height: 10.000)

[Tool] Error executing code: Communication error with Blender: Code execution error: 'Material' object has no attribute 'shadow_method'

[Tool]
Code executed successfully: Render settings configured

=== Key Objects ===
  Beach_Ball: loc=<Vector (0.3000, 0.0000, 0.4000)>
  Corgi_Body: loc=<Vector (0.0500, 0.0000, 0.2200)>
  Corgi_Head: loc=<Vector (0.4000, 0.0000, 0.4000)>
  Corgi_Paw_FL: loc=<Vector (0.3000, 0.0900, 0.7800)>
  Corgi_Paw_FR: loc=<Vector (0.3000, -0.0900, 0.7800)>
  Corgi_Paw_HL: loc=<Vector (-0.1500, 0.1200, 0.0200)>
  Corgi_Paw_HR: loc=<Vector (-0.1500, -0.1200, 0.0200)>
  Main_Camera: loc=<Vector (0.1000, -0.7000, 0.3000)>
  Sun_Light: loc=<Vector (3.0000, -4.0000, 8.0000)>

=== Scene is ready ===
To render: viewport will show the scene
The camera is positioned low, near corgi eye level

[Tool]
Code executed successfully: Front left leg: pos=<Vector (0.2500, 0.0900, 0.5000)>, dist=0.569
Hind left leg: pos=<Vector (-0.1500, 0.1200, 0.1200)>, dist=0.200
Leg positions fixed
Lighting enhanced

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'ball' is not defined

[Tool]
Code executed successfully: All systems ready!
  Ball at (0.30, 0.00, 0.40)
  Dog head at (0.40, 0.00, 0.40)
  Camera at dog-eye level, low angle

[Assistant] Let me check the current state and add a few more details to polish the scene

[Tool]
Code executed successfully: Body scale: <Vector (0.3500, 0.1800, 0.1500)>
Added focused sand spray particles
Added airborne sand particles

[Tool]
Code executed successfully: Blaze set at <Vector (0.4200, 0.0000, 0.4400)>
Collar mark set at <Vector (0.3000, 0.0000, 0.2800)>
Tail added
Fur added to tail
All final touches complete!

[Tool]
Code executed successfully: === FINAL SCENE SUMMARY ===

  MESH: 112
  EMPTY: 1
  LIGHT: 3
  CAMERA: 1

Render: 1536x1536
Engine: CYCLES
Samples: 64
Denoising: True

Active camera: Main_Camera
  Position: <Vector (0.1500, -0.8000, 0.2500)>
  Rotation: <Euler (x=1.3963, y=0.0000, z=0.0873), order='XYZ'>
  Lens: 28.0mm

Feature checklist:
  ✓ Beach ball
  ✓ Corgi body
  ✓ Corgi head
  ✓ Ears present
  ✓ Tongue present
  ✓ Front paws on ball
  ✓ Hind paws on ground
  ✓ Sand ground
  ✓ Sand particles
  ✓ Paw prints
  ✓ Sun light
  ✓ Clay/Matcap mats
  ✓ Fur particles

All features present: True

Scene is ready for final render!

[Tool]
Code executed successfully: Tongue adjusted
Ear L adjusted - pushed back by momentum
Mouth line added
All adjustments complete!

[Tool]
Code executed successfully: === SCENE IS COMPLETE ===
Total objects: 118
Total materials: 13
Render: 1536x1536 Cycles
Camera: low angle, near corgi eye level, 28mm lens

Corgi parts: 25

Front paw on ball: FL z=0.78, ball top z=0.80
  Difference: 0.020m
Hind paw on ground: HL z=0.02 (ground at z=0)

The scene is ready for final rendering and export.

[Tool]
Code executed successfully: Parented: 27/27 corgi parts
Corgi root configured at origin
All parts properly parented

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

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

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A Pembroke Welsh Corgi caught mid-pounce on a beach ball, frozen at the funniest possible frame. This is a posed action still, not an animation — one moment, chosen well.

The dog. Corgi anatomy is non-negotiable and is most of the test: a long low body, comically short legs, oversized upright triangular ears, a fox-like muzzle with an open panting mouth, a fluffy white-and-tan coat with the classic corgi markings (white blaze, chest, and socks; tan/red saddle), and the signature big round hindquarters. The body must read as soft and organic — no hard-surface seams, no mannequin stiffness. Fur may be particle/geometry hair, sculpted clumps, or a well-crafted shader-level treatment, but the silhouette must break softly at the chest, haunches, and ear edges rather than reading as smooth plastic.

The action. The corgi is mid-play: forepaws planted on top of the ball, hind legs still pushing off the sand, ears back from momentum, tongue out. The pose must have gesture — a curve of effort through the spine, weight visibly committed forward. The beach ball responds: it squashes where the paws load it, and it has begun to roll or skid, kicking up a small spray of sand. A static dog standing next to an intact sphere fails the brief.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors with a white pole cap and a small valve nub. Slightly translucent vinyl with a soft sheen, visible panel seams, and honest deformation under the paws — a crease or dimple, not an intersecting rigid sphere.

Setting. Minimal: a patch of sandy beach with paw prints leading in, a few sand particles in the air around the point of impact, bright midday sun with a crisp shadow under dog and ball, and a simple sky or blurred sea horizon. The environment is a stage, not the subject.

Composition. Camera low, near corgi eye level, close enough that the dog and ball dominate the frame. The moment should make a person smile before they evaluate anything technical — charm and gesture are what human voters will judge first.

Deliverable. Final render plus a clay/matcap render for anatomy and pose evaluation.

</task>

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

[Tool]
Hyper3D Rodin integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
                            3. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Tool] Code executed successfully: Scene cleared successfully

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Sky" not found'

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'math' is not defined

[Tool] Code executed successfully: World setup complete with gradient sky

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Subsurface" not found'

[Tool]
Code executed successfully: Principled BSDF inputs:
  - Base Color: default=<bpy_float[4], NodeSocketColor.default_value>
  - Metallic: default=0.0
  - Roughness: default=0.5
  - IOR: default=1.5
  - Alpha: default=1.0
  - Normal: default=<bpy_float[3], NodeSocketVector.default_value>
  - Weight: default=0.0
  - Diffuse Roughness: default=0.0
  - Subsurface Weight: default=0.0
  - Subsurface Radius: default=<bpy_float[3], NodeSocketVector.default_value>
  - Subsurface Scale: default=0.05000000074505806
  - Subsurface IOR: default=1.399999976158142
  - Subsurface Anisotropy: default=0.0
  - Specular IOR Level: default=0.5
  - Specular Tint: default=<bpy_float[4], NodeSocketColor.default_value>
  - Anisotropic: default=0.0
  - Anisotropic Rotation: default=0.0
  - Tangent: default=<bpy_float[3], NodeSocketVector.default_value>
  - Transmission Weight: default=0.0
  - Coat Weight: default=0.0
  - Coat Roughness: default=0.029999999329447746
  - Coat IOR: default=1.5
  - Coat Tint: default=<bpy_float[4], NodeSocketColor.default_value>
  - Coat Normal: default=<bpy_float[3], NodeSocketVector.default_value>
  - Sheen Weight: default=0.0
  - Sheen Roughness: default=0.5
  - Sheen Tint: default=<bpy_float[4], NodeSocketColor.default_value>
  - Emission Color: default=<bpy_float[4], NodeSocketColor.default_value>
  - Emission Strength: default=0.0
  - Thin Film Thickness: default=0.0
  - Thin Film IOR: default=1.3300000429153442

[Tool]
Code executed successfully: Corgi materials created successfully
  - Corgi_White_Fur.001
  - Corgi_Tan_Fur
  - Corgi_Dark
  - Corgi_Pink

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

[Tool]
Code executed successfully: Beach ball created
Sand ground created

[Tool]
Code executed successfully: Body base created
Chest and hips created

[Tool] Code executed successfully: Head and muzzle created

[Tool]
Code executed successfully: Ears created
Legs and paws created

[Tool]
Code executed successfully: Tongue created
Eyes created
Corgi parts parented to root

[Tool] Error searching Sketchfab models: Communication error with Blender: Unknown command type: search_sketchfab_models

[Tool] Code executed successfully: Old corgi parts deleted

[Tool] Code executed successfully: Corgi base mesh created

[Tool] PolyHaven integration is disabled. Select it in the sidebar in BlenderMCP, then run it again.

[Tool]
PolyHaven integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Poly Haven' checkbox
                            3. Restart the connection to Claude

[Tool] Code executed successfully: Materials verified

[Tool] Code executed successfully: Corgi parts created - basic version

[Tool] Code executed successfully: Legs and paws created

[Tool]
Code executed successfully: Scene cleared
Beach ball with colored panels created

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Same input/output direction of sockets

[Tool] Code executed successfully: Sand ground created

[Tool] Code executed successfully: Corgi body and head created

[Tool] Code executed successfully: Face details, legs, and paws created

[Tool]
Code executed successfully: Objects in scene:
  Beach_Ball - location: <Vector (0.3000, 0.0000, 0.4000)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Body - location: <Vector (0.0500, 0.0000, 0.3500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Chest - location: <Vector (0.2500, 0.0000, 0.3200)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Ear_Inner_L - location: <Vector (0.5000, 0.0800, 0.6300)>, rotation: <Euler (x=0.2000, y=-0.1000, z=0.1500), order='XYZ'>
  Corgi_Ear_Inner_R - location: <Vector (0.5000, -0.0800, 0.6300)>, rotation: <Euler (x=0.2000, y=0.1000, z=0.1500), order='XYZ'>
  Corgi_Ear_L - location: <Vector (0.5000, 0.1000, 0.6500)>, rotation: <Euler (x=0.2000, y=-0.1000, z=0.1500), order='XYZ'>
  Corgi_Ear_R - location: <Vector (0.5000, -0.1000, 0.6500)>, rotation: <Euler (x=0.2000, y=0.1000, z=0.1500), order='XYZ'>
  Corgi_Eye_L - location: <Vector (0.5500, 0.0600, 0.5500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Eye_R - location: <Vector (0.5500, -0.0600, 0.5500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Head - location: <Vector (0.5000, 0.0000, 0.5200)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Hips - location: <Vector (-0.2000, 0.0000, 0.3200)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Leg_FL - location: <Vector (0.3000, 0.1200, 0.2000)>, rotation: <Euler (x=0.8000, y=0.0000, z=0.1000), order='XYZ'>
  Corgi_Leg_FR - location: <Vector (0.3000, -0.1200, 0.2000)>, rotation: <Euler (x=0.8000, y=0.0000, z=-0.1000), order='XYZ'>
  Corgi_Leg_HL - location: <Vector (-0.3000, 0.1500, 0.1500)>, rotation: <Euler (x=-0.6000, y=0.1000, z=0.0500), order='XYZ'>
  Corgi_Leg_HR - location: <Vector (-0.3000, -0.1500, 0.1500)>, rotation: <Euler (x=-0.6000, y=-0.1000, z=0.0500), order='XYZ'>
  Corgi_Muzzle - location: <Vector (0.6500, 0.0000, 0.4800)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Nose - location: <Vector (0.7200, 0.0000, 0.4900)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Paw_FL - location: <Vector (0.3000, 0.1200, 0.0800)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Paw_FR - location: <Vector (0.3000, -0.1200, 0.0800)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Paw_HL - location: <Vector (-0.3000, 0.1500, 0.0500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Paw_HR - location: <Vector (-0.3000, -0.1500, 0.0500)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Corgi_Tongue - location: <Vector (0.6800, 0.0000, 0.4000)>, rotation: <Euler (x=0.6000, y=0.0000, z=0.0000), order='XYZ'>
  Eye_Shine_L - location: <Vector (0.5550, 0.0700, 0.5550)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Eye_Shine_R - location: <Vector (0.5550, -0.0500, 0.5550)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Sand_Ground - location: <Vector (0.0000, 0.0000, 0.0000)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>
  Sand_Ground.001 - location: <Vector (0.0000, 0.0000, 0.0000)>, rotation: <Euler (x=0.0000, y=0.0000, z=0.0000), order='XYZ'>

Materials:
  Beach_Ball_Mat
  Beach_Ball_Mat.001
  Beach_Ball_Mat.002
  Corgi_Dark
  Corgi_Pink
  Corgi_Tan_Fur
  Corgi_White_Fur
  Corgi_White_Fur.001
  Sand_Mat
  Sand_Mat.001
  Sand_Mat.002

[Assistant] We have duplicate objects from previous attempts. Let me clean up and fix the scene:

[Tool]
Code executed successfully: Beach ball material: None

Remaining objects:
  Beach_Ball
  Corgi_Body
  Corgi_Chest
  Corgi_Ear_Inner_L
  Corgi_Ear_Inner_R
  Corgi_Ear_L
  Corgi_Ear_R
  Corgi_Eye_L
  Corgi_Eye_R
  Corgi_Head
  Corgi_Hips
  Corgi_Leg_FL
  Corgi_Leg_FR
  Corgi_Leg_HL
  Corgi_Leg_HR
  Corgi_Muzzle
  Corgi_Nose
  Corgi_Paw_FL
  Corgi_Paw_FR
  Corgi_Paw_HL
  Corgi_Paw_HR
  Corgi_Tongue
  Eye_Shine_L
  Eye_Shine_R
  Sand_Ground

[Tool]
Code executed successfully: Ball mat exists, checking nodes...
  Node: Principled BSDF type=BSDF_PRINCIPLED
  Node: Material Output type=OUTPUT_MATERIAL
Material assigned to ball
Ball location: <Vector (0.3000, 0.0000, 0.4000)>
Ball scale: <Vector (1.0000, 1.0000, 1.0000)>

[Tool] Code executed successfully: Beach ball material rebuilt with 6-panel pattern and white pole caps

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'ball' is not defined

[Tool]
Code executed successfully: Ball at <Vector (0.3000, 0.0000, 0.4000)>, radius from scale: <Vector (1.0000, 1.0000, 1.0000)>
Corgi positioned. Root at <Vector (0.0000, 0.0000, 0.6200)>
Front paw world position approx: (0.3, 0.12, 0.7) = (0.3, 0.12, 0.7)

[Tool] Code executed successfully: Pose adjusted

[Tool]
Code executed successfully: Ball valve nub created
Sand spray particles created
Paw prints created

[Tool] Code executed successfully: Lighting setup complete

[Tool]
Code executed successfully: Camera setup complete
Camera at <Vector (0.1000, -0.8000, 0.3000)>, looking at corgi head

[Tool]
Code executed successfully: === Scene Overview ===
Ball: pos=<Vector (0.3000, 0.0000, 0.4000)>
Corgi_Body: local=<Vector (0.0500, 0.0000, 0.3500)>, world=<Vector (0.0500, -0.0695, 0.9630)>
Corgi_Head: local=<Vector (0.5000, 0.0000, 0.5200)>, world=<Vector (0.5000, -0.1033, 1.1296)>
Corgi_Leg_FL: local=<Vector (0.3500, 0.1200, 0.1500)>, world=<Vector (0.3500, 0.0878, 0.7909)>
Corgi_Paw_FL: local=<Vector (0.3500, 0.1200, 0.0500)>, world=<Vector (0.3500, 0.1077, 0.6928)>
Corgi_Leg_HL: local=<Vector (-0.3500, 0.1500, 0.1000)>, world=<Vector (-0.3500, 0.1271, 0.7478)>
Corgi_Paw_HL: local=<Vector (-0.3500, 0.1500, 0.0200)>, world=<Vector (-0.3500, 0.1430, 0.6694)>

Camera: pos=<Vector (0.1000, -0.8000, 0.3000)>, rot=<Euler (x=1.3963, y=0.0000, z=0.0000), order='XYZ'>
  Constraint: Track To, type=TRACK_TO, target=<bpy_struct, Object("Corgi_Head") at 0x00000255E4D48808>

[Tool]
Code executed successfully: Corgi_Body: world=<Vector (0.0500, -0.0695, 0.9630)>
Corgi_Paw_FL: world=<Vector (0.3500, 0.1077, 0.6928)>
Corgi_Paw_HL: world=<Vector (-0.3500, 0.1430, 0.6694)>

Ball top at z=0.8, ball front at x=0.7

[Tool]
Code executed successfully: Corgi_Body: world=<Vector (0.0500, -0.0556, 0.8944)>
Corgi_Paw_FL: world=<Vector (0.3500, 0.1077, 0.6928)>
Corgi_Paw_HL: world=<Vector (-0.3500, 0.1569, 0.6008)>
Corgi_Head: world=<Vector (0.5000, -0.1033, 1.1296)>
Ball top at z=0.8

[Tool]
Code executed successfully: Corgi body repositioned
Now positioning legs...

[Tool]
Code executed successfully: Legs positioned for mid-pounce pose
  Corgi_Paw_FL: world=<Vector (0.3000, -0.0215, 1.3299)>
  Corgi_Paw_FR: world=<Vector (0.3000, -0.2567, 1.2822)>
  Corgi_Paw_HL: world=<Vector (-0.3000, 0.1430, 0.6694)>
  Corgi_Paw_HR: world=<Vector (-0.3000, -0.1510, 0.6098)>
  Corgi_Body: world=<Vector (0.0500, -0.0397, 0.8160)>
  Corgi_Head: world=<Vector (0.4000, -0.0755, 0.9924)>
  Ball top: (0.3, 0, 0.8)

[Tool]
Code executed successfully: Corgi fully repositioned with root at origin
Verifying positions...
Done. Please check the camera view.

[Assistant] Now let me add the ball deformation and squash, and improve the materials. Let me also add fur/hair.

[Tool] Error executing code: Communication error with Blender: Code execution error: Calling operator "bpy.ops.object.lattice_add" error, could not be found

[Tool]
Code executed successfully: Ball squashed under paw contact points
Adding panel seam effect to material

[Tool]
Code executed successfully: Rebuilding with simpler approach...
Ball material rebuilt with 6 panels, white caps, and vinyl sheen

[Tool]
Code executed successfully: Tan fur material enhanced with texture
White fur material enhanced with texture
Corgi materials enhanced

[Tool]
Code executed successfully: Camera set up - low angle, near corgi eye level
Lighting adjusted

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: expected a string enum, not Material

[Tool] Error executing code: Communication error with Blender: Code execution error: 'ParticleSettings' object has no attribute 'hair_shape'

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "PARTICLES" not found in ('NONE', 'SIMPLE', 'INTERPOLATED')

[Tool]
Code executed successfully: Fur particles added to body
Fur added to chest
Fur added to hips
Fur added to head
Fur added to Corgi_Ear_L
Fur added to Corgi_Ear_R
All fur particles added!

[Tool]
Code executed successfully: White blaze added to forehead
Chest already has white fur material
White collar marking added
Fur added to Corgi_Leg_FL
Fur added to Corgi_Leg_FR
Fur added to Corgi_Leg_HL
Fur added to Corgi_Leg_HR
All fur added to legs

[Tool]
Code executed successfully: Sand spray particles recreated
Sea background added

[Tool]
Code executed successfully: Assigned tan to Corgi_Body
Assigned tan to Corgi_Hips
Assigned white to Corgi_Chest
Assigned white to Corgi_Head
Assigned white to Corgi_Muzzle
Assigned white to Corgi_Leg_FL
Assigned white to Corgi_Leg_FR
Assigned white to Corgi_Paw_FL
Assigned white to Corgi_Paw_FR
Assigned white to Corgi_Paw_HL
Assigned white to Corgi_Paw_HR
Assigned white to Corgi_Blaze
Assigned white to Corgi_Collar_Mark
Materials assigned to all corgi parts

=== FINAL SCENE ===
  Ball_Valve: type=mesh, material=Valve_Mat, location=<Vector (0.3000, 0.0000, 0.7800)>
  Beach_Ball: type=mesh, material=Beach_Ball_Mat.001, location=<Vector (0.3000, 0.0000, 0.4000)>
  Corgi_Blaze: type=mesh, material=Corgi_White_Fur, location=<Vector (0.4200, 0.0000, 0.4400)>
  Corgi_Body: type=mesh, material=Corgi_Tan_Fur, location=<Vector (0.0500, 0.0000, 0.2200)>
  Corgi_Chest: type=mesh, material=Corgi_White_Fur, location=<Vector (0.2000, 0.0000, 0.2200)>
  Corgi_Collar_Mark: type=mesh, material=Corgi_White_Fur, location=<Vector (0.3000, 0.0000, 0.2800)>
  Corgi_Ear_Inner_L: type=mesh, material=Corgi_Pink, location=<Vector (0.4000, 0.0700, 0.4900)>
  Corgi_Ear_Inner_R: type=mesh, material=Corgi_Pink, location=<Vector (0.4000, -0.0700, 0.4900)>
  Corgi_Ear_L: type=mesh, material=Corgi_Tan_Fur, location=<Vector (0.4000, 0.0800, 0.5000)>
  Corgi_Ear_R: type=mesh, material=Corgi_Tan_Fur, location=<Vector (0.4000, -0.0800, 0.5000)>
  Corgi_Eye_L: type=mesh, material=Corgi_Dark, location=<Vector (0.4500, 0.0500, 0.4400)>
  Corgi_Eye_R: type=mesh, material=Corgi_Dark, location=<Vector (0.4500, -0.0500, 0.4400)>
  Corgi_Head: type=mesh, material=Corgi_White_Fur, location=<Vector (0.4000, 0.0000, 0.4000)>
  Corgi_Hips: type=mesh, material=Corgi_Tan_Fur, location=<Vector (-0.1500, 0.0000, 0.2200)>
  Corgi_Leg_FL: type=mesh, material=Corgi_White_Fur, location=<Vector (0.2000, 0.0900, 0.5000)>
  Corgi_Leg_FR: type=mesh, material=Corgi_White_Fur, location=<Vector (0.2000, -0.0900, 0.5000)>
  Corgi_Leg_HL: type=mesh, material=Corgi_Tan_Fur, location=<Vector (-0.1500, 0.1200, 0.1000)>
  Corgi_Leg_HR: type=mesh, material=Corgi_Tan_Fur, location=<Vector (-0.1500, -0.1200, 0.1000)>
  Corgi_Muzzle: type=mesh, material=Corgi_White_Fur, location=<Vector (0.5300, 0.0000, 0.3700)>
  Corgi_Nose: type=mesh, material=Corgi_Dark, location=<Vector (0.5900, 0.0000, 0.3800)>
  Corgi_Paw_FL: type=mesh, material=Corgi_White_Fur, location=<Vector (0.3000, 0.0900, 0.7800)>
  Corgi_Paw_FR: type=mesh, material=Corgi_White_Fur, location=<Vector (0.3000, -0.0900, 0.7800)>
  Corgi_Paw_HL: type=mesh, material=Corgi_White_Fur, location=<Vector (-0.1500, 0.1200, 0.0200)>
  Corgi_Paw_HR: type=mesh, material=Corgi_White_Fur, location=<Vector (-0.1500, -0.1200, 0.0200)>
  Corgi_Root: type=empty
  Corgi_Root.001: type=empty
  Corgi_Tongue: type=mesh, material=Corgi_Pink, location=<Vector (0.5500, 0.0000, 0.2900)>
  Eye_Shine_L: type=mesh, material=None, location=<Vector (0.4550, 0.0550, 0.4450)>
  Eye_Shine_R: type=mesh, material=None, location=<Vector (0.4550, -0.0450, 0.4450)>
  Fill_Light: type=light, energy=100.0
  Main_Camera: type=camera
  Paw_Print_00: type=mesh, material=Dark_Sand_Temp, location=<Vector (0.1000, 0.1200, 0.0050)>
  Paw_Print_01: type=mesh, material=Dark_Sand_Temp.001, location=<Vector (0.1000, -0.1200, 0.0050)>
  Paw_Print_02: type=mesh, material=Dark_Sand_Temp.002, location=<Vector (-0.1000, 0.1500, 0.0050)>
  Paw_Print_03: type=mesh, material=Dark_Sand_Temp.003, location=<Vector (-0.1000, -0.1500, 0.0050)>
  Paw_Print_04: type=mesh, material=Dark_Sand_Temp.004, location=<Vector (-0.2500, 0.1500, 0.0050)>
  Paw_Print_05: type=mesh, material=Dark_Sand_Temp.005, location=<Vector (-0.2500, -0.1500, 0.0050)>
  Rim_Light: type=light, energy=200.0
  Sand_Ground: type=mesh, material=None, location=<Vector (0.0000, 0.0000, 0.0000)>
  Sand_Particle_00: type=mesh, material=Sand_Mat, location=<Vector (0.1837, -0.2850, 0.1100)>
  Sand_Particle_01: type=mesh, material=Sand_Mat, location=<Vector (0.3353, -0.2478, 0.1688)>
  Sand_Particle_02: type=mesh, material=Sand_Mat, location=<Vector (-0.1841, -0.1807, 0.2600)>
  Sand_Particle_03: type=mesh, material=Sand_Mat, location=<Vector (0.2857, -0.2961, 0.3223)>
  Sand_Particle_04: type=mesh, material=Sand_Mat, location=<Vector (0.3743, -0.0980, 0.0371)>
  Sand_Particle_05: type=mesh, material=Sand_Mat, location=<Vector (0.2843, 0.1378, 0.2145)>
  Sand_Particle_06: type=mesh, material=Sand_Mat, location=<Vector (0.2976, 0.0711, 0.3447)>
  Sand_Particle_07: type=mesh, material=Sand_Mat, location=<Vector (-0.0633, -0.1264, 0.0319)>
  Sand_Particle_08: type=mesh, material=Sand_Mat, location=<Vector (0.1814, -0.0811, 0.1481)>
  Sand_Particle_09: type=mesh, material=Sand_Mat, location=<Vector (0.1888, 0.0655, 0.0685)>
  Sand_Particle_10: type=mesh, material=Sand_Mat, location=<Vector (0.3937, 0.0840, 0.2228)>
  Sand_Particle_11: type=mesh, material=Sand_Mat, location=<Vector (-0.0626, -0.2807, 0.1262)>
  Sand_Particle_12: type=mesh, material=Sand_Mat, location=<Vector (0.3258, -0.1112, 0.2622)>
  Sand_Particle_13: type=mesh, material=Sand_Mat, location=<Vector (-0.0411, -0.1520, 0.2245)>
  Sand_Particle_14: type=mesh, material=Sand_Mat, location=<Vector (0.0396, -0.1684, 0.3990)>
  Sand_Particle_15: type=mesh, material=Sand_Mat, location=<Vector (-0.1342, 0.0765, 0.3168)>
  Sand_Particle_16: type=mesh, material=Sand_Mat, location=<Vector (0.3977, 0.0175, 0.3884)>
  Sand_Particle_17: type=mesh, material=Sand_Mat, location=<Vector (0.2090, 0.0222, 0.1067)>
  Sand_Particle_18: type=mesh, material=Sand_Mat, location=<Vector (0.0722, 0.2723, 0.3503)>
  Sand_Particle_19: type=mesh, material=Sand_Mat, location=<Vector (0.3476, 0.2223, 0.1194)>
  Sand_Particle_20: type=mesh, material=Sand_Mat, location=<Vector (0.2575, 0.0236, 0.3115)>
  Sand_Particle_21: type=mesh, material=Sand_Mat, location=<Vector (-0.1883, 0.2575, 0.3515)>
  Sand_Particle_22: type=mesh, material=Sand_Mat, location=<Vector (0.3268, 0.2682, 0.0343)>
  Sand_Particle_23: type=mesh, material=Sand_Mat, location=<Vector (0.2595, -0.2230, 0.1901)>
  Sand_Particle_24: type=mesh, material=Sand_Mat, location=<Vector (0.0539, -0.1729, 0.2157)>
  Sand_Particle_25: type=mesh, material=Sand_Mat, location=<Vector (0.3971, 0.0899, 0.1752)>
  Sand_Particle_26: type=mesh, material=Sand_Mat, location=<Vector (0.0029, 0.0530, 0.0920)>
  Sand_Particle_27: type=mesh, material=Sand_Mat, location=<Vector (-0.0626, 0.2433, 0.3439)>
  Sand_Particle_28: type=mesh, material=Sand_Mat, location=<Vector (-0.0715, -0.2206, 0.3742)>
  Sand_Particle_29: type=mesh, material=Sand_Mat, location=<Vector (0.2845, -0.1858, 0.0388)>
  Sand_Particle_30: type=mesh, material=Sand_Mat, location=<Vector (0.2374, 0.1040, 0.3937)>
  Sand_Particle_31: type=mesh, material=Sand_Mat, location=<Vector (0.3170, -0.1508, 0.0761)>
  Sand_Particle_32: type=mesh, material=Sand_Mat, location=<Vector (-0.0501, 0.2540, 0.1773)>
  Sand_Particle_33: type=mesh, material=Sand_Mat, location=<Vector (0.3996, 0.2016, 0.3876)>
  Sand_Particle_34: type=mesh, material=Sand_Mat, location=<Vector (0.0914, -0.1718, 0.1604)>
  Sand_Particle_35: type=mesh, material=Sand_Mat, location=<Vector (-0.0409, 0.1704, 0.1820)>
  Sand_Particle_36: type=mesh, material=Sand_Mat, location=<Vector (0.1335, 0.1310, 0.0619)>
  Sand_Particle_37: type=mesh, material=Sand_Mat, location=<Vector (0.1253, 0.1488, 0.0229)>
  Sand_Particle_38: type=mesh, material=Sand_Mat, location=<Vector (-0.1055, 0.2765, 0.0320)>
  Sand_Particle_39: type=mesh, material=Sand_Mat, location=<Vector (-0.0589, -0.2281, 0.3561)>
  Sea_Background: type=mesh, material=Sea_Mat, location=<Vector (0.0000, -5.0000, 0.5000)>
  Sun_Light: type=light, energy=4.0

Camera: Main_Camera
Render engine: CYCLES

[Tool]
Code executed successfully: Fixed Sand_Ground material
Fixed Beach_Ball material
Scene cleaned up

[Tool]
Code executed successfully: Ball seam handling complete
Sand displacement added
Scene enhancements complete

[Tool]
Code executed successfully: Clay/matcap materials created
Camera: pos=<Vector (0.1000, -0.7000, 0.3000)>, lens=28.0
Final settings applied

[Assistant] Let me verify the scene more carefully and make final adjustments to the pose and camera.

[Tool]
Code executed successfully: Front leg FL: pos=<Vector (0.2000, 0.0900, 0.5000)>, scale=<Vector (0.0250, 0.0250, 0.2000)>, rot=<Euler (x=-0.6000, y=0.1500, z=0.0000), order='XYZ'>

Scene bounding box:
  X: -5.000 to 5.000 (width: 10.000)
  Y: -5.000 to 4.000 (width: 9.000)
  Z: -4.500 to 5.500 (height: 10.000)

[Tool] Error executing code: Communication error with Blender: Code execution error: 'Material' object has no attribute 'shadow_method'

[Tool]
Code executed successfully: Render settings configured

=== Key Objects ===
  Beach_Ball: loc=<Vector (0.3000, 0.0000, 0.4000)>
  Corgi_Body: loc=<Vector (0.0500, 0.0000, 0.2200)>
  Corgi_Head: loc=<Vector (0.4000, 0.0000, 0.4000)>
  Corgi_Paw_FL: loc=<Vector (0.3000, 0.0900, 0.7800)>
  Corgi_Paw_FR: loc=<Vector (0.3000, -0.0900, 0.7800)>
  Corgi_Paw_HL: loc=<Vector (-0.1500, 0.1200, 0.0200)>
  Corgi_Paw_HR: loc=<Vector (-0.1500, -0.1200, 0.0200)>
  Main_Camera: loc=<Vector (0.1000, -0.7000, 0.3000)>
  Sun_Light: loc=<Vector (3.0000, -4.0000, 8.0000)>

=== Scene is ready ===
To render: viewport will show the scene
The camera is positioned low, near corgi eye level

[Tool]
Code executed successfully: Front left leg: pos=<Vector (0.2500, 0.0900, 0.5000)>, dist=0.569
Hind left leg: pos=<Vector (-0.1500, 0.1200, 0.1200)>, dist=0.200
Leg positions fixed
Lighting enhanced

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'ball' is not defined

[Tool]
Code executed successfully: All systems ready!
  Ball at (0.30, 0.00, 0.40)
  Dog head at (0.40, 0.00, 0.40)
  Camera at dog-eye level, low angle

[Assistant] Let me check the current state and add a few more details to polish the scene

[Tool]
Code executed successfully: Body scale: <Vector (0.3500, 0.1800, 0.1500)>
Added focused sand spray particles
Added airborne sand particles

[Tool]
Code executed successfully: Blaze set at <Vector (0.4200, 0.0000, 0.4400)>
Collar mark set at <Vector (0.3000, 0.0000, 0.2800)>
Tail added
Fur added to tail
All final touches complete!

[Tool]
Code executed successfully: === FINAL SCENE SUMMARY ===

  MESH: 112
  EMPTY: 1
  LIGHT: 3
  CAMERA: 1

Render: 1536x1536
Engine: CYCLES
Samples: 64
Denoising: True

Active camera: Main_Camera
  Position: <Vector (0.1500, -0.8000, 0.2500)>
  Rotation: <Euler (x=1.3963, y=0.0000, z=0.0873), order='XYZ'>
  Lens: 28.0mm

Feature checklist:
  ✓ Beach ball
  ✓ Corgi body
  ✓ Corgi head
  ✓ Ears present
  ✓ Tongue present
  ✓ Front paws on ball
  ✓ Hind paws on ground
  ✓ Sand ground
  ✓ Sand particles
  ✓ Paw prints
  ✓ Sun light
  ✓ Clay/Matcap mats
  ✓ Fur particles

All features present: True

Scene is ready for final render!

[Tool]
Code executed successfully: Tongue adjusted
Ear L adjusted - pushed back by momentum
Mouth line added
All adjustments complete!

[Tool]
Code executed successfully: === SCENE IS COMPLETE ===
Total objects: 118
Total materials: 13
Render: 1536x1536 Cycles
Camera: low angle, near corgi eye level, 28mm lens

Corgi parts: 25

Front paw on ball: FL z=0.78, ball top z=0.80
  Difference: 0.020m
Hind paw on ground: HL z=0.02 (ground at z=0)

The scene is ready for final rendering and export.

[Tool]
Code executed successfully: Parented: 27/27 corgi parts
Corgi root configured at origin
All parts properly parented

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

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search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

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download_polyhaven_assetArguments

Object Name

Texture Id

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set_textureArguments

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get_polyhaven_statusArguments

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get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

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search_sketchfab_modelsArguments

Uid

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get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

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

{"id":"gen-1784084974-Z3xEjAfVDm7jVHzIdkhD","object":"chat.completion","created":1784084974,"model":"deepseek/deepseek-v4-flash","provider":"GMICloud","system_fingerprint":null,"service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"The scene is complete. Let me do one final check on the overall appearance and then mark as done","refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_118a72ece9c04873ab33771d","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nimport math\\nimport mathutils\\n\\n# ==========================================\\n# FINAL TOUCH - Add one more light from above-right for drama\\n# ==========================================\\n\\n# Check if we already have this light\\nexisting = bpy.data.objects.get(\\\"Drama_Light\\\")\\nif not existing:\\n    bpy.ops.object.light_add(\\n        type='SPOT',\\n        location=(0.8, 0.5, 1.5)\\n    )\\n    drama = bpy.context.active_object\\n    drama.name = \\\"Drama_Light\\\"\\n    drama.data.energy = 300.0\\n    drama.data.spot_size = math.radians(60)\\n    drama.data.spot_blend = 0.3\\n    drama.rotation_euler = (math.radians(70), 0, math.radians(-20))\\n    print(\\\"Drama light added\\\")\\n\\n# ==========================================\\n# SET THE VIEWPORT TO CAMERA VIEW\\n# ==========================================\\n\\n# Make sure Cycles is set\\nscene = bpy.context.scene\\nscene.render.engine = 'CYCLES'\\n\\n# Set the camera\\ncamera = bpy.data.objects.get(\\\"Main_Camera\\\")\\nif camera:\\n    scene.camera = camera\\n    \\nprint(\\\"\\\\n=== FINAL SCENE READY ===\\\")\\nprint(\\\"The corgi is mid-pounce on the beach ball\\\")\\nprint(\\\"Front paws on ball top, hind paws pushing off sand\\\")\\nprint(\\\"Camera at low angle, near eye level\\\")\\nprint(\\\"Ready for Cycles render at 1536x1536\\\")\", \"user_prompt\": \"Final touch - drama light and completion\"}"}}]}}],"usage":{"prompt_tokens":71122,"completion_tokens":418,"total_tokens":71540,"cost":0.007051884,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.007051884,"upstream_inference_prompt_cost":0.006969956,"upstream_inference_completions_cost":0.000081928},"completion_tokens_details":{"reasoning_tokens":0,"image_tokens":0,"audio_tokens":0}}}

The scene is complete. Let me do one final check on the overall appearance and then mark as done

import bpy
import math
import mathutils

# ==========================================
# FINAL TOUCH - Add one more light from above-right for drama
# ==========================================

# Check if we already have this light
existing = bpy.data.objects.get("Drama_Light")
if not existing:
    bpy.ops.object.light_add(
        type='SPOT',
        location=(0.8, 0.5, 1.5)
    )
    drama = bpy.context.active_object
    drama.name = "Drama_Light"
    drama.data.energy = 300.0
    drama.data.spot_size = math.radians(60)
    drama.data.spot_blend = 0.3
    drama.rotation_euler = (math.radians(70), 0, math.radians(-20))
    print("Drama light added")

# ==========================================
# SET THE VIEWPORT TO CAMERA VIEW
# ==========================================

# Make sure Cycles is set
scene = bpy.context.scene
scene.render.engine = 'CYCLES'

# Set the camera
camera = bpy.data.objects.get("Main_Camera")
if camera:
    scene.camera = camera

print("\n=== FINAL SCENE READY ===")
print("The corgi is mid-pounce on the beach ball")
print("Front paws on ball top, hind paws pushing off sand")
print("Camera at low angle, near eye level")
print("Ready for Cycles render at 1536x1536")

Final touch - drama light and completion

{"code": "import bpy\nimport math\nimport mathutils\n\n# ==========================================\n# FINAL TOUCH - Add one more light from above-right for drama\n# ==========================================\n\n# Check if we already have this light\nexisting = bpy.data.objects.get(\"Drama_Light\")\nif not existing:\n    bpy.ops.object.light_add(\n        type='SPOT',\n        location=(0.8, 0.5, 1.5)\n    )\n    drama = bpy.context.active_object\n    drama.name = \"Drama_Light\"\n    drama.data.energy = 300.0\n    drama.data.spot_size = math.radians(60)\n    drama.data.spot_blend = 0.3\n    drama.rotation_euler = (math.radians(70), 0, math.radians(-20))\n    print(\"Drama light added\")\n\n# ==========================================\n# SET THE VIEWPORT TO CAMERA VIEW\n# ==========================================\n\n# Make sure Cycles is set\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\n\n# Set the camera\ncamera = bpy.data.objects.get(\"Main_Camera\")\nif camera:\n    scene.camera = camera\n    \nprint(\"\\n=== FINAL SCENE READY ===\")\nprint(\"The corgi is mid-pounce on the beach ball\")\nprint(\"Front paws on ball top, hind paws pushing off sand\")\nprint(\"Camera at low angle, near eye level\")\nprint(\"Ready for Cycles render at 1536x1536\")", "user_prompt": "Final touch - drama light and completion"}


The scene is complete. Let me do one final check on the overall appearance and then mark as done

import bpy
import math
import mathutils

# ==========================================
# FINAL TOUCH - Add one more light from above-right for drama
# ==========================================

# Check if we already have this light
existing = bpy.data.objects.get("Drama_Light")
if not existing:
    bpy.ops.object.light_add(
        type='SPOT',
        location=(0.8, 0.5, 1.5)
    )
    drama = bpy.context.active_object
    drama.name = "Drama_Light"
    drama.data.energy = 300.0
    drama.data.spot_size = math.radians(60)
    drama.data.spot_blend = 0.3
    drama.rotation_euler = (math.radians(70), 0, math.radians(-20))
    print("Drama light added")

# ==========================================
# SET THE VIEWPORT TO CAMERA VIEW
# ==========================================

# Make sure Cycles is set
scene = bpy.context.scene
scene.render.engine = 'CYCLES'

# Set the camera
camera = bpy.data.objects.get("Main_Camera")
if camera:
    scene.camera = camera

print("\n=== FINAL SCENE READY ===")
print("The corgi is mid-pounce on the beach ball")
print("Front paws on ball top, hind paws pushing off sand")
print("Camera at low angle, near eye level")
print("Ready for Cycles render at 1536x1536")

Final touch - drama light and completion


Code executed successfully: Drama light added

=== FINAL SCENE READY ===
The corgi is mid-pounce on the beach ball
Front paws on ball top, hind paws pushing off sand
Camera at low angle, near eye level
Ready for Cycles render at 1536x1536