[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]
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

[Assistant] I'll build this scene from scratch using Blender's tools. Let me start by understanding the scene, then build everything piece by piece

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

[Assistant] Let me start building this scene systematically. First, the ground and environment.

[Tool] Code executed successfully: Scene cleared and ready

[Assistant] Now let me build the sand ground and environment first

[Tool] Code executed successfully: Sand ground created

[Assistant] Now let me create the sand material and start building the corgi. This is the most complex part

[Tool] Code executed successfully: Sand material created and assigned

[Assistant] Now let me build the Corgi piece by piece. Starting with the body:

[Tool] Code executed successfully: Body created

[Assistant] Let me take a more structured approach - building the Corgi with precise anatomical shapes

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Object 'CorgiBody' not in collection 'Scene Collection'

[Tool] Code executed successfully: Setup complete

[Assistant] Now let me build the Corgi piece by piece. I'll create all parts in the correct pose position

[Tool] Code executed successfully: Body created at <Vector (0.5500, 0.0000, 0.4500)>

[Assistant] Now the head, neck, and chest:

[Tool] Code executed successfully: Head, neck, chest created

[Tool] Code executed successfully: Muzzle, nose, ears created

[Assistant] Now let me add the legs - the critical part for the pounce pose:

[Tool] Code executed successfully: Front right leg created

[Tool] Code executed successfully: Front left leg created

[Assistant] Now the hind legs - pushing off the sand behind:

[Tool] Code executed successfully: Hind legs and hindquarters created

[Assistant] Now let me add the tongue, tail, and then the beach ball:

[Tool] Code executed successfully: Tongue, tail, jaw created

[Assistant] Now let me create the beach ball with deformation:

[Tool] Code executed successfully: Ball created, setting up deformation...

[Tool] Code executed successfully: Ball with paw deformation created

[Assistant] Now let me create materials and the beach ball panel coloring

[Tool] Code executed successfully: Beach ball material created

[Assistant] Now let me create the Corgi materials:

[Tool] Code executed successfully: All materials created

[Assistant] Now let me assign materials to all Corgi parts

[Tool] Code executed successfully: Materials assigned to all corgi parts

[Assistant] Now let me refine the pose - ears swept back and fix the overall positioning

[Tool] Code executed successfully: Ears swept back

[Assistant] Now let me add the valve nub, paw prints, sand spray, sky, lighting, and camera

[Tool] Code executed successfully: Valve nub created

[Assistant] Now paw prints in the sand and sand spray particles:

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Displace.002" not found'

[Tool]
{
  "name": "SandGround",
  "type": "MESH",
  "location": [
    0.0,
    0.0,
    -0.029999999329447746
  ],
  "rotation": [
    0.0,
    0.0,
    0.0
  ],
  "scale": [
    1.0,
    1.0,
    1.0
  ],
  "visible": true,
  "materials": [
    "SandMaterial.001"
  ],
  "world_bounding_box": [
    [
      -9.166667938232422,
      -9.166667938232422,
      0.4699999988079071
    ],
    [
      9.166667938232422,
      9.166667938232422,
      0.4699999988079071
    ]
  ],
  "mesh": {
    "vertices": 4,
    "edges": 4,
    "polygons": 1
  }
}

[Tool]
{
  "name": "Scene",
  "object_count": 28,
  "objects": [
    {
      "name": "SandGround",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        -0.03
      ]
    },
    {
      "name": "BeachBall",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.32
      ]
    },
    {
      "name": "BeachBallValve",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.67
      ]
    },
    {
      "name": "BeachBallValveTop",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.71
      ]
    },
    {
      "name": "CorgiBody",
      "type": "MESH",
      "location": [
        0.55,
        0.0,
        0.45
      ]
    },
    {
      "name": "CorgiChest",
      "type": "MESH",
      "location": [
        1.2,
        0.0,
        0.48
      ]
    },
    {
      "name": "CorgiNeck",
      "type": "MESH",
      "location": [
        1.3,
        0.0,
        0.62
      ]
    },
    {
      "name": "CorgiHead",
      "type": "MESH",
      "location": [
        1.42,
        0.0,
        0.73
      ]
    },
    {
      "name": "CorgiMuzzle",
      "type": "MESH",
      "location": [
        1.62,
        0.0,
        0.7
      ]
    },
    {
      "name": "CorgiNose",
      "type": "MESH",
      "location": [
        1.78,
        0.0,
        0.7
      ]
    }
  ],
  "materials_count": 10
}

[Assistant] Let me rebuild the sand ground properly and continue with the rest

[Tool] Code executed successfully: Sand rebuilt

[Assistant] Now let me create paw prints, sand spray particles, sky, and lighting:

[Tool] Code executed successfully: Paw prints created

[Assistant] Now let me create the sand spray particles near the ball impact area and the ball's shadow/dimple marks

[Tool] Code executed successfully: Sand spray particles created

[Tool] Code executed successfully: World, sky, and lighting set up

[Assistant] Now the camera - critical for composition:

[Tool]
Code executed successfully: Camera set at <Vector (0.7000, -2.6000, 0.7000)>, looking at <Vector (1.1500, -0.0300, 0.5000)>
Render settings configured

[Assistant] Let me check the current state and refine the critical areas:

[Tool]
{
  "name": "Scene",
  "object_count": 212,
  "objects": [
    {
      "name": "BeachBall",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.32
      ]
    },
    {
      "name": "BeachBallValve",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.67
      ]
    },
    {
      "name": "BeachBallValveTop",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.71
      ]
    },
    {
      "name": "SandGround",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        -0.02
      ]
    },
    {
      "name": "PawPrint_0",
      "type": "MESH",
      "location": [
        -0.4,
        0.2,
        0.0
      ]
    },
    {
      "name": "PawToe_0_0",
      "type": "MESH",
      "location": [
        -0.36,
        0.16,
        0.0
      ]
    },
    {
      "name": "PawToe_0_1",
      "type": "MESH",
      "location": [
        -0.35,
        0.19,
        0.0
      ]
    },
    {
      "name": "PawToe_0_2",
      "type": "MESH",
      "location": [
        -0.37,
        0.21,
        0.0
      ]
    },
    {
      "name": "PawToe_0_3",
      "type": "MESH",
      "location": [
        -0.35,
        0.23,
        0.0
      ]
    },
    {
      "name": "PawPrint_1",
      "type": "MESH",
      "location": [
        -0.68,
        -0.24,
        0.0
      ]
    }
  ],
  "materials_count": 13
}

[Assistant] Good, the scene is taking shape. Now let me refine the critical areas and create the clay/matcap version. First, let me enhance the ball deformation and create proper Corgi details:

[Tool]
Code executed successfully: Shape keys: ['Basis', 'PawDeform']
Ball deformation enhanced
Ball modifiers: ['Subdivision']
  Subdivision: SUBSURF

[Assistant] Let me add a lattice modifier for more pronounced ball deformation and enhance the Corgi:

[Tool] Error executing code: Communication error with Blender: Code execution error: mathutils.Vector(): takes at most 1 argument (3 given)

[Tool] Code executed successfully: Lattice deformation applied

[Assistant] Good progress. Now let me refine the Corgi's organic shape and add fur detail. I also need to prepare the clay/matcap render

[Tool]
Code executed successfully: Corgi anatomy refined
Fur displacement added

[Assistant] Now let me create the clay/matcap material for anatomy evaluation and set up both renders:

[Tool]
Code executed successfully: Clay and matcap materials created
View layers: ['FinalRender', 'ClayRender']

[Assistant] Let me finalize the scene with all the remaining details and set up the clay override

[Tool]
Code executed successfully: Clay material override set
View layer setup complete

[Assistant] Now let me create a proper, refined final scene. Let me improve the ball contact with the sand and make the composition stronger:

[Tool]
Code executed successfully: Ball contact depression added to sand
Ball material seams enhanced

[Assistant] Let me refine the ball panel visibility, the Corgi pose, and add the background horizon

[Tool] Code executed successfully: Horizon added

[Tool] Code executed successfully: Ball and paw positions adjusted

[Assistant] Let me do a comprehensive review and finalize

[Tool]
Code executed successfully: BallLattice: LATTICE at (1.5, -0.03, 0.54)
BeachBall: MESH at (1.5, -0.03, 0.33) - mats: ['BeachBallMaterial']
BeachBallValve: MESH at (1.5, -0.03, 0.67) - mats: ['ValveMaterial']
BeachBallValveTop: MESH at (1.5, -0.03, 0.71) - mats: ['ValveMaterial']
CorgiBody: MESH at (0.5, 0.0, 0.44) - mats: ['CorgiTanCoat']
CorgiChest: MESH at (1.05, 0.0, 0.45) - mats: ['CorgiWhiteCoat']
CorgiEarL: MESH at (1.22, -0.13, 0.82) - mats: ['CorgiTanCoat']
CorgiEarR: MESH at (1.22, 0.13, 0.82) - mats: ['CorgiTanCoat']
CorgiFLLowerLeg: MESH at (1.35, -0.24, 0.53) - mats: ['CorgiWhiteCoat']
CorgiFLPaw: MESH at (1.48, -0.22, 0.67) - mats: ['CorgiWhiteCoat']
CorgiFLUpperLeg: MESH at (1.15, -0.32, 0.4) - mats: ['CorgiTanCoat']
CorgiFRLowerLeg: MESH at (1.35, 0.24, 0.53) - mats: ['CorgiWhiteCoat']
CorgiFRPaw: MESH at (1.48, 0.22, 0.67) - mats: ['CorgiWhiteCoat']
CorgiFRUpperLeg: MESH at (1.15, 0.32, 0.4) - mats: ['CorgiTanCoat']
CorgiHead: MESH at (1.35, 0.0, 0.68) - mats: ['CorgiTanCoat']
CorgiHindquarters: MESH at (-0.1, 0.0, 0.43) - mats: ['CorgiTanCoat']
CorgiHLLowerLeg: MESH at (-0.28, -0.22, 0.18) - mats: ['CorgiWhiteCoat']
CorgiHLPaw: MESH at (-0.38, -0.2, 0.06) - mats: ['CorgiWhiteCoat']
CorgiHLUpperLeg: MESH at (-0.05, -0.3, 0.38) - mats: ['CorgiTanCoat']
CorgiHRLowerLeg: MESH at (-0.28, 0.22, 0.18) - mats: ['CorgiWhiteCoat']
CorgiHRPaw: MESH at (-0.38, 0.2, 0.06) - mats: ['CorgiWhiteCoat']
CorgiHRUpperLeg: MESH at (-0.05, 0.3, 0.38) - mats: ['CorgiTanCoat']
CorgiJaw: MESH at (1.58, 0.0, 0.57) - mats: ['CorgiNose']
CorgiMuzzle: MESH at (1.55, 0.0, 0.64) - mats: ['CorgiWhiteCoat']
CorgiNeck: MESH at (1.22, 0.0, 0.55) - mats: ['CorgiWhiteCoat']
CorgiNose: MESH at (1.72, 0.0, 0.66) - mats: ['CorgiNose']
CorgiTail: MESH at (-0.48, 0.0, 0.5) - mats: ['CorgiTanCoat']
CorgiTongue: MESH at (1.63, 0.03, 0.57) - mats: ['CorgiTongue']
FillLight: LIGHT at (-3.0, 1.0, 1.5)
Horizon: MESH at (0.0, -8.0, 1.5) - mats: ['OceanHorizon']
MainCamera: CAMERA at (0.7, -2.6, 0.7)
RimLight: LIGHT at (2.0, -3.0, 0.8)
SandGround: MESH at (0.0, 0.0, -0.02) - mats: ['Sand']
SunLight: LIGHT at (5.0, 2.0, 8.0)

--- Collections ---
Collection: ['BeachBall', 'BeachBallValve', 'BeachBallValveTop', 'SandGround', 'PawPrint_0', 'PawToe_0_0', 'PawToe_0_1', 'PawToe_0_2', 'PawToe_0_3', 'PawPrint_1', 'PawToe_1_0', 'PawToe_1_1', 'PawToe_1_2', 'PawToe_1_3', 'PawPrint_2', 'PawToe_2_0', 'PawToe_2_1', 'PawToe_2_2', 'PawToe_2_3', 'PawPrint_3', 'PawToe_3_0', 'PawToe_3_1', 'PawToe_3_2', 'PawToe_3_3', 'PawPrint_4', 'PawToe_4_0', 'PawToe_4_1', 'PawToe_4_2', 'PawToe_4_3', 'PawPrint_5', 'PawToe_5_0', 'PawToe_5_1', 'PawToe_5_2', 'PawToe_5_3', 'PawPrint_6', 'PawToe_6_0', 'PawToe_6_1', 'PawToe_6_2', 'PawToe_6_3', 'PawPrint_7', 'PawToe_7_0', 'PawToe_7_1', 'PawToe_7_2', 'PawToe_7_3', 'SandSpray_0', 'SandSpray_1', 'SandSpray_2', 'SandSpray_3', 'SandSpray_4', 'SandSpray_5', 'SandSpray_6', 'SandSpray_7', 'SandSpray_8', 'SandSpray_9', 'SandSpray_10', 'SandSpray_11', 'SandSpray_12', 'SandSpray_13', 'SandSpray_14', 'SandSpray_15', 'SandSpray_16', 'SandSpray_17', 'SandSpray_18', 'SandSpray_19', 'SandSpray_20', 'SandSpray_21', 'SandSpray_22', 'SandSpray_23', 'SandSpray_24', 'SandSpray_25', 'SandSpray_26', 'SandSpray_27', 'SandSpray_28', 'SandSpray_29', 'SandSpray_30', 'SandSpray_31', 'SandSpray_32', 'SandSpray_33', 'SandSpray_34', 'SandSpray_35', 'SandSpray_36', 'SandSpray_37', 'SandSpray_38', 'SandSpray_39', 'SandSpray_40', 'SandSpray_41', 'SandSpray_42', 'SandSpray_43', 'SandSpray_44', 'SandSpray_45', 'SandSpray_46', 'SandSpray_47', 'SandSpray_48', 'SandSpray_49', 'SandSpray_50', 'SandSpray_51', 'SandSpray_52', 'SandSpray_53', 'SandSpray_54', 'SandSpray_55', 'SandSpray_56', 'SandSpray_57', 'SandSpray_58', 'SandSpray_59', 'SandSpray_60', 'SandSpray_61', 'SandSpray_62', 'SandSpray_63', 'SandSpray_64', 'SandSpray_65', 'SandSpray_66', 'SandSpray_67', 'SandSpray_68', 'SandSpray_69', 'SandSpray_70', 'SandSpray_71', 'SandSpray_72', 'SandSpray_73', 'SandSpray_74', 'SandSpray_75', 'SandSpray_76', 'SandSpray_77', 'SandSpray_78', 'SandSpray_79', 'SandSprayR_0', 'SandSprayR_1', 'SandSprayR_2', 'SandSprayR_3', 'SandSprayR_4', 'SandSprayR_5', 'SandSprayR_6', 'SandSprayR_7', 'SandSprayR_8', 'SandSprayR_9', 'SandSprayR_10', 'SandSprayR_11', 'SandSprayR_12', 'SandSprayR_13', 'SandSprayR_14', 'SandSprayR_15', 'SandSprayR_16', 'SandSprayR_17', 'SandSprayR_18', 'SandSprayR_19', 'SandSprayR_20', 'SandSprayR_21', 'SandSprayR_22', 'SandSprayR_23', 'SandSprayR_24', 'SandSprayR_25', 'SandSprayR_26', 'SandSprayR_27', 'SandSprayR_28', 'SandSprayR_29', 'SandSprayL_0', 'SandSprayL_1', 'SandSprayL_2', 'SandSprayL_3', 'SandSprayL_4', 'SandSprayL_5', 'SandSprayL_6', 'SandSprayL_7', 'SandSprayL_8', 'SandSprayL_9', 'SandSprayL_10', 'SandSprayL_11', 'SandSprayL_12', 'SandSprayL_13', 'SandSprayL_14', 'SandSprayL_15', 'SandSprayL_16', 'SandSprayL_17', 'SandSprayL_18', 'SandSprayL_19', 'SandSprayL_20', 'SandSprayL_21', 'SandSprayL_22', 'SandSprayL_23', 'SandSprayL_24', 'SandSprayL_25', 'SandSprayL_26', 'SandSprayL_27', 'SandSprayL_28', 'SandSprayL_29', 'SunLight', 'FillLight', 'RimLight', 'MainCamera', 'BallLattice', 'Horizon']
Corgi: ['CorgiBody', 'CorgiChest', 'CorgiNeck', 'CorgiHead', 'CorgiMuzzle', 'CorgiNose', 'CorgiEarL', 'CorgiEarR', 'CorgiFRUpperLeg', 'CorgiFRLowerLeg', 'CorgiFRPaw', 'CorgiFLUpperLeg', 'CorgiFLLowerLeg', 'CorgiFLPaw', 'CorgiHindquarters', 'CorgiHRUpperLeg', 'CorgiHRLowerLeg', 'CorgiHRPaw', 'CorgiHLUpperLeg', 'CorgiHLLowerLeg', 'CorgiHLPaw', 'CorgiTongue', 'CorgiTail', 'CorgiJaw']
Corgi.001: []

Active view layer: FinalRender

[Assistant] I need to make several critical improvements. Let me refine the ball material, join the corgi for organic continuity, and fix the composition:

[Tool]
Code executed successfully: Ball material completely rebuilt with 6-panel coloring
Ball material rebuilt

[Assistant] Let me now fix the camera position for better composition and set up the final details

[Tool]
Code executed successfully: Camera: pos=<Vector (0.5500, -2.4000, 0.6500)>, target=<Vector (1.2000, -0.0300, 0.5000)>
Sand displacement tuned
Lighting balanced

[Assistant] Let me make some final critical quality

[Tool]
Code executed successfully: Collar added
Render output configured

[Assistant] Now let me make the Corgi more organic by joining body parts and improving transitions

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties: expected sequence items of type float, not str

[Tool] Code executed successfully: Corgi organic transitions added

[Assistant] Let me finalize the view layers and do a quick render test to validate:

[Tool]
Code executed successfully: View layers configured and ball rotated
Render engine: CYCLES
Resolution: 1536x1536
Samples: 64
Denoising: True
View transform: AgX
Active camera: MainCamera

[Assistant] Let me add the critical remaining details - eyes, inner ear color, and refine the horizon:

[Tool] Code executed successfully: Eyes, inner ears, and blaze added

[Assistant] Let me do a quick render test to validate the scene before finalizing:

[Tool] Code executed successfully: Test render complete

[Assistant] Let me set up the final output and ensure both renders are ready:

[Tool]
Code executed successfully: Final render settings configured
Scene objects: 236
View layers: ['FinalRender', 'ClayRender']
  BeachBall: ✓
  CorgiBody: ✓
  CorgiHead: ✓
  CorgiFRPaw: ✓
  CorgiFLPaw: ✓
  CorgiHRPaw: ✓
  CorgiHLPaw: ✓
  SandGround: ✓
  MainCamera: ✓
  SunLight: ✓

--- READY FOR FINAL RENDER ---

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]
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

[Assistant] I'll build this scene from scratch using Blender's tools. Let me start by understanding the scene, then build everything piece by piece

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

[Assistant] Let me start building this scene systematically. First, the ground and environment.

[Tool] Code executed successfully: Scene cleared and ready

[Assistant] Now let me build the sand ground and environment first

[Tool] Code executed successfully: Sand ground created

[Assistant] Now let me create the sand material and start building the corgi. This is the most complex part

[Tool] Code executed successfully: Sand material created and assigned

[Assistant] Now let me build the Corgi piece by piece. Starting with the body:

[Tool] Code executed successfully: Body created

[Assistant] Let me take a more structured approach - building the Corgi with precise anatomical shapes

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Object 'CorgiBody' not in collection 'Scene Collection'

[Tool] Code executed successfully: Setup complete

[Assistant] Now let me build the Corgi piece by piece. I'll create all parts in the correct pose position

[Tool] Code executed successfully: Body created at <Vector (0.5500, 0.0000, 0.4500)>

[Assistant] Now the head, neck, and chest:

[Tool] Code executed successfully: Head, neck, chest created

[Tool] Code executed successfully: Muzzle, nose, ears created

[Assistant] Now let me add the legs - the critical part for the pounce pose:

[Tool] Code executed successfully: Front right leg created

[Tool] Code executed successfully: Front left leg created

[Assistant] Now the hind legs - pushing off the sand behind:

[Tool] Code executed successfully: Hind legs and hindquarters created

[Assistant] Now let me add the tongue, tail, and then the beach ball:

[Tool] Code executed successfully: Tongue, tail, jaw created

[Assistant] Now let me create the beach ball with deformation:

[Tool] Code executed successfully: Ball created, setting up deformation...

[Tool] Code executed successfully: Ball with paw deformation created

[Assistant] Now let me create materials and the beach ball panel coloring

[Tool] Code executed successfully: Beach ball material created

[Assistant] Now let me create the Corgi materials:

[Tool] Code executed successfully: All materials created

[Assistant] Now let me assign materials to all Corgi parts

[Tool] Code executed successfully: Materials assigned to all corgi parts

[Assistant] Now let me refine the pose - ears swept back and fix the overall positioning

[Tool] Code executed successfully: Ears swept back

[Assistant] Now let me add the valve nub, paw prints, sand spray, sky, lighting, and camera

[Tool] Code executed successfully: Valve nub created

[Assistant] Now paw prints in the sand and sand spray particles:

[Tool] Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Displace.002" not found'

[Tool]
{
  "name": "SandGround",
  "type": "MESH",
  "location": [
    0.0,
    0.0,
    -0.029999999329447746
  ],
  "rotation": [
    0.0,
    0.0,
    0.0
  ],
  "scale": [
    1.0,
    1.0,
    1.0
  ],
  "visible": true,
  "materials": [
    "SandMaterial.001"
  ],
  "world_bounding_box": [
    [
      -9.166667938232422,
      -9.166667938232422,
      0.4699999988079071
    ],
    [
      9.166667938232422,
      9.166667938232422,
      0.4699999988079071
    ]
  ],
  "mesh": {
    "vertices": 4,
    "edges": 4,
    "polygons": 1
  }
}

[Tool]
{
  "name": "Scene",
  "object_count": 28,
  "objects": [
    {
      "name": "SandGround",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        -0.03
      ]
    },
    {
      "name": "BeachBall",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.32
      ]
    },
    {
      "name": "BeachBallValve",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.67
      ]
    },
    {
      "name": "BeachBallValveTop",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.71
      ]
    },
    {
      "name": "CorgiBody",
      "type": "MESH",
      "location": [
        0.55,
        0.0,
        0.45
      ]
    },
    {
      "name": "CorgiChest",
      "type": "MESH",
      "location": [
        1.2,
        0.0,
        0.48
      ]
    },
    {
      "name": "CorgiNeck",
      "type": "MESH",
      "location": [
        1.3,
        0.0,
        0.62
      ]
    },
    {
      "name": "CorgiHead",
      "type": "MESH",
      "location": [
        1.42,
        0.0,
        0.73
      ]
    },
    {
      "name": "CorgiMuzzle",
      "type": "MESH",
      "location": [
        1.62,
        0.0,
        0.7
      ]
    },
    {
      "name": "CorgiNose",
      "type": "MESH",
      "location": [
        1.78,
        0.0,
        0.7
      ]
    }
  ],
  "materials_count": 10
}

[Assistant] Let me rebuild the sand ground properly and continue with the rest

[Tool] Code executed successfully: Sand rebuilt

[Assistant] Now let me create paw prints, sand spray particles, sky, and lighting:

[Tool] Code executed successfully: Paw prints created

[Assistant] Now let me create the sand spray particles near the ball impact area and the ball's shadow/dimple marks

[Tool] Code executed successfully: Sand spray particles created

[Tool] Code executed successfully: World, sky, and lighting set up

[Assistant] Now the camera - critical for composition:

[Tool]
Code executed successfully: Camera set at <Vector (0.7000, -2.6000, 0.7000)>, looking at <Vector (1.1500, -0.0300, 0.5000)>
Render settings configured

[Assistant] Let me check the current state and refine the critical areas:

[Tool]
{
  "name": "Scene",
  "object_count": 212,
  "objects": [
    {
      "name": "BeachBall",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.32
      ]
    },
    {
      "name": "BeachBallValve",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.67
      ]
    },
    {
      "name": "BeachBallValveTop",
      "type": "MESH",
      "location": [
        1.5,
        -0.03,
        0.71
      ]
    },
    {
      "name": "SandGround",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        -0.02
      ]
    },
    {
      "name": "PawPrint_0",
      "type": "MESH",
      "location": [
        -0.4,
        0.2,
        0.0
      ]
    },
    {
      "name": "PawToe_0_0",
      "type": "MESH",
      "location": [
        -0.36,
        0.16,
        0.0
      ]
    },
    {
      "name": "PawToe_0_1",
      "type": "MESH",
      "location": [
        -0.35,
        0.19,
        0.0
      ]
    },
    {
      "name": "PawToe_0_2",
      "type": "MESH",
      "location": [
        -0.37,
        0.21,
        0.0
      ]
    },
    {
      "name": "PawToe_0_3",
      "type": "MESH",
      "location": [
        -0.35,
        0.23,
        0.0
      ]
    },
    {
      "name": "PawPrint_1",
      "type": "MESH",
      "location": [
        -0.68,
        -0.24,
        0.0
      ]
    }
  ],
  "materials_count": 13
}

[Assistant] Good, the scene is taking shape. Now let me refine the critical areas and create the clay/matcap version. First, let me enhance the ball deformation and create proper Corgi details:

[Tool]
Code executed successfully: Shape keys: ['Basis', 'PawDeform']
Ball deformation enhanced
Ball modifiers: ['Subdivision']
  Subdivision: SUBSURF

[Assistant] Let me add a lattice modifier for more pronounced ball deformation and enhance the Corgi:

[Tool] Error executing code: Communication error with Blender: Code execution error: mathutils.Vector(): takes at most 1 argument (3 given)

[Tool] Code executed successfully: Lattice deformation applied

[Assistant] Good progress. Now let me refine the Corgi's organic shape and add fur detail. I also need to prepare the clay/matcap render

[Tool]
Code executed successfully: Corgi anatomy refined
Fur displacement added

[Assistant] Now let me create the clay/matcap material for anatomy evaluation and set up both renders:

[Tool]
Code executed successfully: Clay and matcap materials created
View layers: ['FinalRender', 'ClayRender']

[Assistant] Let me finalize the scene with all the remaining details and set up the clay override

[Tool]
Code executed successfully: Clay material override set
View layer setup complete

[Assistant] Now let me create a proper, refined final scene. Let me improve the ball contact with the sand and make the composition stronger:

[Tool]
Code executed successfully: Ball contact depression added to sand
Ball material seams enhanced

[Assistant] Let me refine the ball panel visibility, the Corgi pose, and add the background horizon

[Tool] Code executed successfully: Horizon added

[Tool] Code executed successfully: Ball and paw positions adjusted

[Assistant] Let me do a comprehensive review and finalize

[Tool]
Code executed successfully: BallLattice: LATTICE at (1.5, -0.03, 0.54)
BeachBall: MESH at (1.5, -0.03, 0.33) - mats: ['BeachBallMaterial']
BeachBallValve: MESH at (1.5, -0.03, 0.67) - mats: ['ValveMaterial']
BeachBallValveTop: MESH at (1.5, -0.03, 0.71) - mats: ['ValveMaterial']
CorgiBody: MESH at (0.5, 0.0, 0.44) - mats: ['CorgiTanCoat']
CorgiChest: MESH at (1.05, 0.0, 0.45) - mats: ['CorgiWhiteCoat']
CorgiEarL: MESH at (1.22, -0.13, 0.82) - mats: ['CorgiTanCoat']
CorgiEarR: MESH at (1.22, 0.13, 0.82) - mats: ['CorgiTanCoat']
CorgiFLLowerLeg: MESH at (1.35, -0.24, 0.53) - mats: ['CorgiWhiteCoat']
CorgiFLPaw: MESH at (1.48, -0.22, 0.67) - mats: ['CorgiWhiteCoat']
CorgiFLUpperLeg: MESH at (1.15, -0.32, 0.4) - mats: ['CorgiTanCoat']
CorgiFRLowerLeg: MESH at (1.35, 0.24, 0.53) - mats: ['CorgiWhiteCoat']
CorgiFRPaw: MESH at (1.48, 0.22, 0.67) - mats: ['CorgiWhiteCoat']
CorgiFRUpperLeg: MESH at (1.15, 0.32, 0.4) - mats: ['CorgiTanCoat']
CorgiHead: MESH at (1.35, 0.0, 0.68) - mats: ['CorgiTanCoat']
CorgiHindquarters: MESH at (-0.1, 0.0, 0.43) - mats: ['CorgiTanCoat']
CorgiHLLowerLeg: MESH at (-0.28, -0.22, 0.18) - mats: ['CorgiWhiteCoat']
CorgiHLPaw: MESH at (-0.38, -0.2, 0.06) - mats: ['CorgiWhiteCoat']
CorgiHLUpperLeg: MESH at (-0.05, -0.3, 0.38) - mats: ['CorgiTanCoat']
CorgiHRLowerLeg: MESH at (-0.28, 0.22, 0.18) - mats: ['CorgiWhiteCoat']
CorgiHRPaw: MESH at (-0.38, 0.2, 0.06) - mats: ['CorgiWhiteCoat']
CorgiHRUpperLeg: MESH at (-0.05, 0.3, 0.38) - mats: ['CorgiTanCoat']
CorgiJaw: MESH at (1.58, 0.0, 0.57) - mats: ['CorgiNose']
CorgiMuzzle: MESH at (1.55, 0.0, 0.64) - mats: ['CorgiWhiteCoat']
CorgiNeck: MESH at (1.22, 0.0, 0.55) - mats: ['CorgiWhiteCoat']
CorgiNose: MESH at (1.72, 0.0, 0.66) - mats: ['CorgiNose']
CorgiTail: MESH at (-0.48, 0.0, 0.5) - mats: ['CorgiTanCoat']
CorgiTongue: MESH at (1.63, 0.03, 0.57) - mats: ['CorgiTongue']
FillLight: LIGHT at (-3.0, 1.0, 1.5)
Horizon: MESH at (0.0, -8.0, 1.5) - mats: ['OceanHorizon']
MainCamera: CAMERA at (0.7, -2.6, 0.7)
RimLight: LIGHT at (2.0, -3.0, 0.8)
SandGround: MESH at (0.0, 0.0, -0.02) - mats: ['Sand']
SunLight: LIGHT at (5.0, 2.0, 8.0)

--- Collections ---
Collection: ['BeachBall', 'BeachBallValve', 'BeachBallValveTop', 'SandGround', 'PawPrint_0', 'PawToe_0_0', 'PawToe_0_1', 'PawToe_0_2', 'PawToe_0_3', 'PawPrint_1', 'PawToe_1_0', 'PawToe_1_1', 'PawToe_1_2', 'PawToe_1_3', 'PawPrint_2', 'PawToe_2_0', 'PawToe_2_1', 'PawToe_2_2', 'PawToe_2_3', 'PawPrint_3', 'PawToe_3_0', 'PawToe_3_1', 'PawToe_3_2', 'PawToe_3_3', 'PawPrint_4', 'PawToe_4_0', 'PawToe_4_1', 'PawToe_4_2', 'PawToe_4_3', 'PawPrint_5', 'PawToe_5_0', 'PawToe_5_1', 'PawToe_5_2', 'PawToe_5_3', 'PawPrint_6', 'PawToe_6_0', 'PawToe_6_1', 'PawToe_6_2', 'PawToe_6_3', 'PawPrint_7', 'PawToe_7_0', 'PawToe_7_1', 'PawToe_7_2', 'PawToe_7_3', 'SandSpray_0', 'SandSpray_1', 'SandSpray_2', 'SandSpray_3', 'SandSpray_4', 'SandSpray_5', 'SandSpray_6', 'SandSpray_7', 'SandSpray_8', 'SandSpray_9', 'SandSpray_10', 'SandSpray_11', 'SandSpray_12', 'SandSpray_13', 'SandSpray_14', 'SandSpray_15', 'SandSpray_16', 'SandSpray_17', 'SandSpray_18', 'SandSpray_19', 'SandSpray_20', 'SandSpray_21', 'SandSpray_22', 'SandSpray_23', 'SandSpray_24', 'SandSpray_25', 'SandSpray_26', 'SandSpray_27', 'SandSpray_28', 'SandSpray_29', 'SandSpray_30', 'SandSpray_31', 'SandSpray_32', 'SandSpray_33', 'SandSpray_34', 'SandSpray_35', 'SandSpray_36', 'SandSpray_37', 'SandSpray_38', 'SandSpray_39', 'SandSpray_40', 'SandSpray_41', 'SandSpray_42', 'SandSpray_43', 'SandSpray_44', 'SandSpray_45', 'SandSpray_46', 'SandSpray_47', 'SandSpray_48', 'SandSpray_49', 'SandSpray_50', 'SandSpray_51', 'SandSpray_52', 'SandSpray_53', 'SandSpray_54', 'SandSpray_55', 'SandSpray_56', 'SandSpray_57', 'SandSpray_58', 'SandSpray_59', 'SandSpray_60', 'SandSpray_61', 'SandSpray_62', 'SandSpray_63', 'SandSpray_64', 'SandSpray_65', 'SandSpray_66', 'SandSpray_67', 'SandSpray_68', 'SandSpray_69', 'SandSpray_70', 'SandSpray_71', 'SandSpray_72', 'SandSpray_73', 'SandSpray_74', 'SandSpray_75', 'SandSpray_76', 'SandSpray_77', 'SandSpray_78', 'SandSpray_79', 'SandSprayR_0', 'SandSprayR_1', 'SandSprayR_2', 'SandSprayR_3', 'SandSprayR_4', 'SandSprayR_5', 'SandSprayR_6', 'SandSprayR_7', 'SandSprayR_8', 'SandSprayR_9', 'SandSprayR_10', 'SandSprayR_11', 'SandSprayR_12', 'SandSprayR_13', 'SandSprayR_14', 'SandSprayR_15', 'SandSprayR_16', 'SandSprayR_17', 'SandSprayR_18', 'SandSprayR_19', 'SandSprayR_20', 'SandSprayR_21', 'SandSprayR_22', 'SandSprayR_23', 'SandSprayR_24', 'SandSprayR_25', 'SandSprayR_26', 'SandSprayR_27', 'SandSprayR_28', 'SandSprayR_29', 'SandSprayL_0', 'SandSprayL_1', 'SandSprayL_2', 'SandSprayL_3', 'SandSprayL_4', 'SandSprayL_5', 'SandSprayL_6', 'SandSprayL_7', 'SandSprayL_8', 'SandSprayL_9', 'SandSprayL_10', 'SandSprayL_11', 'SandSprayL_12', 'SandSprayL_13', 'SandSprayL_14', 'SandSprayL_15', 'SandSprayL_16', 'SandSprayL_17', 'SandSprayL_18', 'SandSprayL_19', 'SandSprayL_20', 'SandSprayL_21', 'SandSprayL_22', 'SandSprayL_23', 'SandSprayL_24', 'SandSprayL_25', 'SandSprayL_26', 'SandSprayL_27', 'SandSprayL_28', 'SandSprayL_29', 'SunLight', 'FillLight', 'RimLight', 'MainCamera', 'BallLattice', 'Horizon']
Corgi: ['CorgiBody', 'CorgiChest', 'CorgiNeck', 'CorgiHead', 'CorgiMuzzle', 'CorgiNose', 'CorgiEarL', 'CorgiEarR', 'CorgiFRUpperLeg', 'CorgiFRLowerLeg', 'CorgiFRPaw', 'CorgiFLUpperLeg', 'CorgiFLLowerLeg', 'CorgiFLPaw', 'CorgiHindquarters', 'CorgiHRUpperLeg', 'CorgiHRLowerLeg', 'CorgiHRPaw', 'CorgiHLUpperLeg', 'CorgiHLLowerLeg', 'CorgiHLPaw', 'CorgiTongue', 'CorgiTail', 'CorgiJaw']
Corgi.001: []

Active view layer: FinalRender

[Assistant] I need to make several critical improvements. Let me refine the ball material, join the corgi for organic continuity, and fix the composition:

[Tool]
Code executed successfully: Ball material completely rebuilt with 6-panel coloring
Ball material rebuilt

[Assistant] Let me now fix the camera position for better composition and set up the final details

[Tool]
Code executed successfully: Camera: pos=<Vector (0.5500, -2.4000, 0.6500)>, target=<Vector (1.2000, -0.0300, 0.5000)>
Sand displacement tuned
Lighting balanced

[Assistant] Let me make some final critical quality

[Tool]
Code executed successfully: Collar added
Render output configured

[Assistant] Now let me make the Corgi more organic by joining body parts and improving transitions

[Tool] Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties: expected sequence items of type float, not str

[Tool] Code executed successfully: Corgi organic transitions added

[Assistant] Let me finalize the view layers and do a quick render test to validate:

[Tool]
Code executed successfully: View layers configured and ball rotated
Render engine: CYCLES
Resolution: 1536x1536
Samples: 64
Denoising: True
View transform: AgX
Active camera: MainCamera

[Assistant] Let me add the critical remaining details - eyes, inner ear color, and refine the horizon:

[Tool] Code executed successfully: Eyes, inner ears, and blaze added

[Assistant] Let me do a quick render test to validate the scene before finalizing:

[Tool] Code executed successfully: Test render complete

[Assistant] Let me set up the final output and ensure both renders are ready:

[Tool]
Code executed successfully: Final render settings configured
Scene objects: 236
View layers: ['FinalRender', 'ClayRender']
  BeachBall: ✓
  CorgiBody: ✓
  CorgiHead: ✓
  CorgiFRPaw: ✓
  CorgiFLPaw: ✓
  CorgiHRPaw: ✓
  CorgiHLPaw: ✓
  SandGround: ✓
  MainCamera: ✓
  SunLight: ✓

--- READY FOR FINAL RENDER ---

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

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

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

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Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

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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-1784088459-a3TB7Q2tss9OMqN17YG8","object":"chat.completion","created":1784088459,"model":"deepseek/deepseek-v4-pro","provider":"StreamLake","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 built. Let me do a few final polishing touches and ensure the clay render is properly configured:\n\n","refusal":null,"reasoning":"Let me now do a comprehensive review before finishing. The scene has:\n\n1. ✅ Sand ground with displacement and material\n2. ✅ Corgi body with all parts (body, head, chest, neck, muzzle, nose, ears, eyes, tongue, tail, legs, paws)\n3. ✅ Corgi in pounce pose - front paws on ball, hind legs extended back\n4. ✅ Beach ball with 6-panel coloring, valve nub, deformation\n5. ✅ Paw prints in sand\n6. ✅ Sand spray particles\n7. ✅ Horizon background\n8. ✅ Lighting (sun, fill, rim)\n9. ✅ Camera at low corgi-eye level\n10. ✅ Clay/matcap view layer for anatomy evaluation\n11. ✅ Materials for all parts\n12. ✅ Render settings configured\n\nBut there are some issues I should address:\n- The ball deformation with lattice - need to make sure it's visible\n- The corgi is made of separate pieces - this might look mannequin-like\n- The fur displacement might not be enough\n- The sand spray might need adjustment\n\nLet me do a few more refinements to make the scene stronger:\n- Make sure the lattice deformation is pronounced enough\n- Add more displacement for fur on the corgi\n- Ensure the clay render layer is set up properly\n\nActually, let me also do a proper render of both layers. The benchmark will render the final output in Cycles at 1536x1536. I should also make sure I set up the clay/matcap render properly.\n\nLet me also think about what else needs improvement:\n- The ball should show clear panel seams\n- The corgi should have a more organic silhouette\n- The pose should have clear gesture\n\nOne thing I haven't done is create a proper output naming convention for both renders. The benchmark says \"Final render plus a clay/matcap render for anatomy and pose evaluation.\"\n\nLet me make some final adjustments and then mark as done.","tool_calls":[{"type":"function","index":0,"id":"call_c65939b3c96b474d8a973c9f","function":{"name":"execute_blender_code","arguments":"{\"code\": \"import bpy\\nimport math\\n\\n# --- ENSURE LATTICE DEFORMATION IS VISIBLE ---\\nlattice = bpy.data.objects.get(\\\"BallLattice\\\")\\nif lattice:\\n    bpy.context.view_layer.objects.active = lattice\\n    bpy.ops.object.mode_set(mode='EDIT')\\n    \\n    lat_x = lattice.scale.x * 2\\n    lat_y = lattice.scale.y * 2\\n    lat_z = lattice.scale.z * 2\\n    \\n    for u in range(5):\\n        for v in range(5):\\n            for w in range(5):\\n                idx = u * 25 + v * 5 + w\\n                point = lattice.data.points[idx]\\n                \\n                lx = (u/4.0 - 0.5) * lat_x\\n                ly = (v/4.0 - 0.5) * lat_y\\n                lz = (w/4.0 - 0.5) * lat_z\\n                \\n                # Two paw positions in lattice-local space\\n                paw1 = (-0.02, 0.25, 0.17)\\n                paw2 = (-0.02, -0.25, 0.17)\\n                \\n                from mathutils import Vector\\n                pos = Vector((lx, ly, lz))\\n                d1 = (pos - Vector(paw1)).length\\n                d2 = (pos - Vector(paw2)).length\\n                \\n                # Stronger deformation at top\\n                if w >= 2:\\n                    if d1 < 0.25 or d2 < 0.25:\\n                        d = min(d1, d2)\\n                        factor = max(0.0, 1.0 - d / 0.25)\\n                        factor = factor ** 2.0\\n                        point.co_deform.z -= factor * 0.35\\n    \\n    bpy.ops.object.mode_set(mode='OBJECT')\\n    print(\\\"Lattice deformation strengthened\\\")\\n\\n# --- MAKE SURE CLAY RENDER IS READY ---\\nclay_vl = bpy.context.scene.view_layers.get(\\\"ClayRender\\\")\\nclay_mat = bpy.data.materials.get(\\\"ClayMatcap\\\")\\nif clay_vl and clay_mat:\\n    clay_vl.material_override = clay_mat\\n    \\n    # Make sure all collections are visible in clay layer\\n    for col in bpy.data.collections:\\n        vlc = clay_vl.layer_collection.children.get(col.name)\\n        if vlc:\\n            vlc.exclude = False\\n    \\n    print(\\\"Clay render layer configured\\\")\\n\\n# --- ENSURE CYCLES GPU ---\\nprefs = bpy.context.preferences.addons['cycles'].preferences\\ntry:\\n    prefs.compute_device_type = 'CUDA'\\n    prefs.get_devices()\\n    for dev in prefs.devices:\\n        dev.use = True\\n        print(f\\\"  Device: {dev.name} - {'GPU' if dev.type == 'CUDA' else dev.type}\\\")\\nexcept:\\n    print(\\\"  Using CPU fallback\\\")\\n\\n# --- SET FINAL RENDER ACTIVE ---\\nbpy.context.window.view_layer = bpy.context.scene.view_layers['FinalRender']\\n\\nprint(\\\"\\\\nScene complete. Ready for render.\\\")\", \"user_prompt\": \"Final polish and clay render setup\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Let me now do a comprehensive review before finishing. The scene has:\n\n1. ✅ Sand ground with displacement and material\n2. ✅ Corgi body with all parts (body, head, chest, neck, muzzle, nose, ears, eyes, tongue, tail, legs, paws)\n3. ✅ Corgi in pounce pose - front paws on ball, hind legs extended back\n4. ✅ Beach ball with 6-panel coloring, valve nub, deformation\n5. ✅ Paw prints in sand\n6. ✅ Sand spray particles\n7. ✅ Horizon background\n8. ✅ Lighting (sun, fill, rim)\n9. ✅ Camera at low corgi-eye level\n10. ✅ Clay/matcap view layer for anatomy evaluation\n11. ✅ Materials for all parts\n12. ✅ Render settings configured\n\nBut there are some issues I should address:\n- The ball deformation with lattice - need to make sure it's visible\n- The corgi is made of separate pieces - this might look mannequin-like\n- The fur displacement might not be enough\n- The sand spray might need adjustment\n\nLet me do a few more refinements to make the scene stronger:\n- Make sure the lattice deformation is pronounced enough\n- Add more displacement for fur on the corgi\n- Ensure the clay render layer is set up properly\n\nActually, let me also do a proper render of both layers. The benchmark will render the final output in Cycles at 1536x1536. I should also make sure I set up the clay/matcap render properly.\n\nLet me also think about what else needs improvement:\n- The ball should show clear panel seams\n- The corgi should have a more organic silhouette\n- The pose should have clear gesture\n\nOne thing I haven't done is create a proper output naming convention for both renders. The benchmark says \"Final render plus a clay/matcap render for anatomy and pose evaluation.\"\n\nLet me make some final adjustments and then mark as done.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":44726,"completion_tokens":1180,"total_tokens":45906,"cost":0.004796426,"is_byok":false,"prompt_tokens_details":{"cached_tokens":44032,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.004796426,"upstream_inference_prompt_cost":0.003112802,"upstream_inference_completions_cost":0.001683624},"completion_tokens_details":{"reasoning_tokens":406,"image_tokens":0,"audio_tokens":0}}}

The scene is built. Let me do a few final polishing touches and ensure the clay render is properly configured:

import bpy
import math

# --- ENSURE LATTICE DEFORMATION IS VISIBLE ---
lattice = bpy.data.objects.get("BallLattice")
if lattice:
    bpy.context.view_layer.objects.active = lattice
    bpy.ops.object.mode_set(mode='EDIT')

    lat_x = lattice.scale.x * 2
    lat_y = lattice.scale.y * 2
    lat_z = lattice.scale.z * 2

    for u in range(5):
        for v in range(5):
            for w in range(5):
                idx = u * 25 + v * 5 + w
                point = lattice.data.points[idx]

                lx = (u/4.0 - 0.5) * lat_x
                ly = (v/4.0 - 0.5) * lat_y
                lz = (w/4.0 - 0.5) * lat_z

                # Two paw positions in lattice-local space
                paw1 = (-0.02, 0.25, 0.17)
                paw2 = (-0.02, -0.25, 0.17)

                from mathutils import Vector
                pos = Vector((lx, ly, lz))
                d1 = (pos - Vector(paw1)).length
                d2 = (pos - Vector(paw2)).length

                # Stronger deformation at top
                if w >= 2:
                    if d1 < 0.25 or d2 < 0.25:
                        d = min(d1, d2)
                        factor = max(0.0, 1.0 - d / 0.25)
                        factor = factor ** 2.0
                        point.co_deform.z -= factor * 0.35

    bpy.ops.object.mode_set(mode='OBJECT')
    print("Lattice deformation strengthened")

# --- MAKE SURE CLAY RENDER IS READY ---
clay_vl = bpy.context.scene.view_layers.get("ClayRender")
clay_mat = bpy.data.materials.get("ClayMatcap")
if clay_vl and clay_mat:
    clay_vl.material_override = clay_mat

    # Make sure all collections are visible in clay layer
    for col in bpy.data.collections:
        vlc = clay_vl.layer_collection.children.get(col.name)
        if vlc:
            vlc.exclude = False

    print("Clay render layer configured")

# --- ENSURE CYCLES GPU ---
prefs = bpy.context.preferences.addons['cycles'].preferences
try:
    prefs.compute_device_type = 'CUDA'
    prefs.get_devices()
    for dev in prefs.devices:
        dev.use = True
        print(f"  Device: {dev.name} - {'GPU' if dev.type == 'CUDA' else dev.type}")
except:
    print("  Using CPU fallback")

# --- SET FINAL RENDER ACTIVE ---
bpy.context.window.view_layer = bpy.context.scene.view_layers['FinalRender']

print("\nScene complete. Ready for render.")

{"code": "import bpy\nimport math\n\n# --- ENSURE LATTICE DEFORMATION IS VISIBLE ---\nlattice = bpy.data.objects.get(\"BallLattice\")\nif lattice:\n    bpy.context.view_layer.objects.active = lattice\n    bpy.ops.object.mode_set(mode='EDIT')\n    \n    lat_x = lattice.scale.x * 2\n    lat_y = lattice.scale.y * 2\n    lat_z = lattice.scale.z * 2\n    \n    for u in range(5):\n        for v in range(5):\n            for w in range(5):\n                idx = u * 25 + v * 5 + w\n                point = lattice.data.points[idx]\n                \n                lx = (u/4.0 - 0.5) * lat_x\n                ly = (v/4.0 - 0.5) * lat_y\n                lz = (w/4.0 - 0.5) * lat_z\n                \n                # Two paw positions in lattice-local space\n                paw1 = (-0.02, 0.25, 0.17)\n                paw2 = (-0.02, -0.25, 0.17)\n                \n                from mathutils import Vector\n                pos = Vector((lx, ly, lz))\n                d1 = (pos - Vector(paw1)).length\n                d2 = (pos - Vector(paw2)).length\n                \n                # Stronger deformation at top\n                if w >= 2:\n                    if d1 < 0.25 or d2 < 0.25:\n                        d = min(d1, d2)\n                        factor = max(0.0, 1.0 - d / 0.25)\n                        factor = factor ** 2.0\n                        point.co_deform.z -= factor * 0.35\n    \n    bpy.ops.object.mode_set(mode='OBJECT')\n    print(\"Lattice deformation strengthened\")\n\n# --- MAKE SURE CLAY RENDER IS READY ---\nclay_vl = bpy.context.scene.view_layers.get(\"ClayRender\")\nclay_mat = bpy.data.materials.get(\"ClayMatcap\")\nif clay_vl and clay_mat:\n    clay_vl.material_override = clay_mat\n    \n    # Make sure all collections are visible in clay layer\n    for col in bpy.data.collections:\n        vlc = clay_vl.layer_collection.children.get(col.name)\n        if vlc:\n            vlc.exclude = False\n    \n    print(\"Clay render layer configured\")\n\n# --- ENSURE CYCLES GPU ---\nprefs = bpy.context.preferences.addons['cycles'].preferences\ntry:\n    prefs.compute_device_type = 'CUDA'\n    prefs.get_devices()\n    for dev in prefs.devices:\n        dev.use = True\n        print(f\"  Device: {dev.name} - {'GPU' if dev.type == 'CUDA' else dev.type}\")\nexcept:\n    print(\"  Using CPU fallback\")\n\n# --- SET FINAL RENDER ACTIVE ---\nbpy.context.window.view_layer = bpy.context.scene.view_layers['FinalRender']\n\nprint(\"\\nScene complete. Ready for render.\")", "user_prompt": "Final polish and clay render setup"}


The scene is built. Let me do a few final polishing touches and ensure the clay render is properly configured:

import bpy
import math

# --- ENSURE LATTICE DEFORMATION IS VISIBLE ---
lattice = bpy.data.objects.get("BallLattice")
if lattice:
    bpy.context.view_layer.objects.active = lattice
    bpy.ops.object.mode_set(mode='EDIT')

    lat_x = lattice.scale.x * 2
    lat_y = lattice.scale.y * 2
    lat_z = lattice.scale.z * 2

    for u in range(5):
        for v in range(5):
            for w in range(5):
                idx = u * 25 + v * 5 + w
                point = lattice.data.points[idx]

                lx = (u/4.0 - 0.5) * lat_x
                ly = (v/4.0 - 0.5) * lat_y
                lz = (w/4.0 - 0.5) * lat_z

                # Two paw positions in lattice-local space
                paw1 = (-0.02, 0.25, 0.17)
                paw2 = (-0.02, -0.25, 0.17)

                from mathutils import Vector
                pos = Vector((lx, ly, lz))
                d1 = (pos - Vector(paw1)).length
                d2 = (pos - Vector(paw2)).length

                # Stronger deformation at top
                if w >= 2:
                    if d1 < 0.25 or d2 < 0.25:
                        d = min(d1, d2)
                        factor = max(0.0, 1.0 - d / 0.25)
                        factor = factor ** 2.0
                        point.co_deform.z -= factor * 0.35

    bpy.ops.object.mode_set(mode='OBJECT')
    print("Lattice deformation strengthened")

# --- MAKE SURE CLAY RENDER IS READY ---
clay_vl = bpy.context.scene.view_layers.get("ClayRender")
clay_mat = bpy.data.materials.get("ClayMatcap")
if clay_vl and clay_mat:
    clay_vl.material_override = clay_mat

    # Make sure all collections are visible in clay layer
    for col in bpy.data.collections:
        vlc = clay_vl.layer_collection.children.get(col.name)
        if vlc:
            vlc.exclude = False

    print("Clay render layer configured")

# --- ENSURE CYCLES GPU ---
prefs = bpy.context.preferences.addons['cycles'].preferences
try:
    prefs.compute_device_type = 'CUDA'
    prefs.get_devices()
    for dev in prefs.devices:
        dev.use = True
        print(f"  Device: {dev.name} - {'GPU' if dev.type == 'CUDA' else dev.type}")
except:
    print("  Using CPU fallback")

# --- SET FINAL RENDER ACTIVE ---
bpy.context.window.view_layer = bpy.context.scene.view_layers['FinalRender']

print("\nScene complete. Ready for render.")


Code executed successfully: Lattice deformation strengthened
Clay render layer configured
  Device: NVIDIA GeForce RTX 4070 Laptop GPU - GPU
  Device: AMD Ryzen AI 9 HX 370 - CPU
  Device: NVIDIA GeForce RTX 4070 Laptop GPU - OPTIX
  Device: AMD Radeon(TM) 890M Graphics - HIP

Scene complete. Ready for render.