[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>

[Assistant] I'll tackle this complex task step by step. Let me start by checking the scene and available integrations, then build the corgi, beach ball, and environment.

[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

[Assistant] Hyper3D is disabled. Let me check Sketchfab for a corgi model, and also check Polyhaven for textures.

[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]
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

[Assistant] No external integrations available - I'll build everything procedurally. This is a complex task requiring careful organic modeling. Let me start building the corgi body using metaballs for organic soft shapes, then add all details.

[Tool] Code executed successfully: Scene cleared

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

[Tool]
Code executed successfully: Ball element attributes: ['__doc__', '__module__', '__slots__', 'bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']
Capsule element attributes: ['__doc__', '__module__', '__slots__', 'bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']

[Tool] Error executing code: Communication error with Blender: Code execution error: 'MetaElement' object has no attribute 'co2'

[Tool]
Code executed successfully: Capsule attrs: ['bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']
Has co: True
co value: <Vector (0.0000, 0.0000, 0.0000)>

Ball attrs: ['bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']

Ellipsoid attrs: ['bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']

[Tool]
Code executed successfully: Default capsule sizes: 1.0 1.0 1.0
Default radius: 2.0
Default cube sizes: 1.0 1.0 1.0

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3

[Tool] Code executed successfully: Test: 96 verts

[Tool]
Code executed successfully: Corgi body: 70 verts, 74 faces
X: -0.501 to 0.437
Y: -0.149 to 0.149
Z: -0.027 to 0.257

[Tool] Code executed successfully: Corgi body: 1558 verts, 1819 faces

[Assistant] Good - 1558 verts with proper detail. Now let me add a subdivision surface modifier for even more organic smoothness, and start building the beach ball with proper deformation.

[Tool]
Code executed successfully: Beach ball: 1986 verts
Ball location: <Vector (0.4000, 0.0000, -0.2000)>

[Tool] Unknown tool: execute_blander_code

[Tool] Error executing code: Communication error with Blender: Code execution error: AttributeGroupMesh.new(): error with keyword argument "type" -  enum "BYTE" not found in ('FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4', 'STRING', 'INT8', 'INT16_2D', 'INT32_2D', 'FLOAT2', 'BYTE_COLOR')

[Tool] Code executed successfully: Beach ball panels colored

[Assistant] Now let me create the materials for the corgi and beach ball.

[Tool] Code executed successfully: Corgi material created

[Tool] Code executed successfully: Beach ball and valve materials created

[Assistant] Now let me create the environment - sandy beach, sky, paw prints, and sand particles.

[Tool] Code executed successfully: Environment: sand and sky created

[Tool]
Code executed successfully: Paw prints created
Sand particles: 60 created

[Assistant] Now let me set up lighting, camera, and add the tongue, eyes, and nose details to the corgi.

[Tool] Code executed successfully: Corgi facial details: eyes, nose, tongue, mouth created

[Tool] Code executed successfully: Lighting set up: sun + fill + rim + bounce

[Tool]
Code executed successfully: Camera and render settings configured
Camera location: <Vector (1.3000, -1.0000, 0.1200)>
Camera rotation: <Euler (x=1.4675, y=0.0000, z=0.9151), order='XYZ'>

[Tool] Code executed successfully: Preview render done

[Tool]
{
  "name": "Scene",
  "object_count": 75,
  "objects": [
    {
      "name": "CorgiBody",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BeachBall",
      "type": "MESH",
      "location": [
        0.4,
        0.0,
        -0.2
      ]
    },
    {
      "name": "BallValve",
      "type": "MESH",
      "location": [
        0.4,
        0.0,
        0.0
      ]
    },
    {
      "name": "BallValve.001",
      "type": "MESH",
      "location": [
        0.4,
        0.0,
        0.0
      ]
    },
    {
      "name": "SandGround",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        -0.22
      ]
    },
    {
      "name": "SandP_0",
      "type": "MESH",
      "location": [
        0.17,
        -0.08,
        -0.1
      ]
    },
    {
      "name": "SandP_1",
      "type": "MESH",
      "location": [
        0.42,
        -0.12,
        -0.12
      ]
    },
    {
      "name": "SandP_2",
      "type": "MESH",
      "location": [
        0.19,
        0.03,
        -0.08
      ]
    },
    {
      "name": "SandP_3",
      "type": "MESH",
      "location": [
        0.69,
        0.09,
        -0.08
      ]
    },
    {
      "name": "SandP_4",
      "type": "MESH",
      "location": [
        0.39,
        0.16,
        -0.05
      ]
    }
  ],
  "materials_count": 8
}

[Tool]
Code executed successfully: Corgi moved up by 0.08, new location: <Vector (0.0000, 0.0000, 0.0800)>
Detail objects moved to match
Ball center z: -0.20000000298023224, radius: 0.22
Ball mesh local Z range: -0.2090 to 0.1718
Ball top in world: -0.0282

[Tool] Code executed successfully: Cleared corgi for rebuild

[Tool]
Code executed successfully: Corgi rebuilt: 1502 verts
X: -0.553 to 0.693
Y: -0.162 to 0.162
Z: -0.218 to 0.132

[Tool] Code executed successfully: Facial details re-added at correct positions

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

[Tool]
Code executed successfully: Cameras: []
  BallValve (MESH)
  BeachBall (MESH)
  Bounce (LIGHT)
  CorgiBody (MESH)
  EyeL (MESH)
  EyeR (MESH)
  FillLight (LIGHT)
  MouthInterior (MESH)
  Nose (MESH)
  RimLight (LIGHT)
  SandGround (MESH)
  SandP_0 (MESH)
  SandP_1 (MESH)
  SandP_10 (MESH)
  SandP_11 (MESH)
  SandP_12 (MESH)
  SandP_13 (MESH)
  SandP_14 (MESH)
  SandP_15 (MESH)
  SandP_16 (MESH)
  SandP_17 (MESH)
  SandP_18 (MESH)
  SandP_19 (MESH)
  SandP_2 (MESH)
  SandP_20 (MESH)
  SandP_21 (MESH)
  SandP_22 (MESH)
  SandP_23 (MESH)
  SandP_24 (MESH)
  SandP_25 (MESH)
  SandP_26 (MESH)
  SandP_27 (MESH)
  SandP_28 (MESH)
  SandP_29 (MESH)
  SandP_3 (MESH)
  SandP_30 (MESH)
  SandP_31 (MESH)
  SandP_32 (MESH)
  SandP_33 (MESH)
  SandP_34 (MESH)
  SandP_35 (MESH)
  SandP_36 (MESH)
  SandP_37 (MESH)
  SandP_38 (MESH)
  SandP_39 (MESH)
  SandP_4 (MESH)
  SandP_40 (MESH)
  SandP_41 (MESH)
  SandP_42 (MESH)
  SandP_43 (MESH)
  SandP_44 (MESH)
  SandP_45 (MESH)
  SandP_46 (MESH)
  SandP_47 (MESH)
  SandP_48 (MESH)
  SandP_49 (MESH)
  SandP_5 (MESH)
  SandP_50 (MESH)
  SandP_51 (MESH)
  SandP_52 (MESH)
  SandP_53 (MESH)
  SandP_54 (MESH)
  SandP_55 (MESH)
  SandP_56 (MESH)
  SandP_57 (MESH)
  SandP_58 (MESH)
  SandP_59 (MESH)
  SandP_6 (MESH)
  SandP_7 (MESH)
  SandP_8 (MESH)
  SandP_9 (MESH)
  Sun (LIGHT)
  Tongue (MESH)

[Tool] Code executed successfully: Preview render done

[Tool] Code executed successfully: Corgi material updated with better markings

[Tool] Code executed successfully: Preview render done

[Tool]
Code executed successfully: Render result exists: 0x0
Has pixels: True
Saved preview to /tmp/corgi_preview.png

[Tool]
Code executed successfully: Camera location: <Vector (1.0000, -0.9000, 0.0000)>
Camera rotation: <Euler (x=1.5250, y=-0.0000, z=0.8124), order='XYZ'>
Camera lens: 45.0mm

Corgi material nodes: 28
  Material Output (OUTPUT_MATERIAL)
  Principled BSDF (BSDF_PRINCIPLED)
  Texture Coordinate (TEX_COORD)
  Separate XYZ (SEPXYZ)
  Math (MATH)
  Math.001 (MATH)
  Math.002 (MATH)
  Math.003 (MATH)
  Math.004 (MATH)
  Math.005 (MATH)
  Math.006 (MATH)
  Math.007 (MATH)
  Math.008 (MATH)
  Math.009 (MATH)
  Math.010 (MATH)
  Math.011 (MATH)
  Math.012 (MATH)
  Math.013 (MATH)
  Math.014 (MATH)
  Math.015 (MATH)
  Math.016 (MATH)
  Math.017 (MATH)
  Color (RGB)
  Color.001 (RGB)
  Mix (Legacy) (MIX_RGB)
  Noise Texture (TEX_NOISE)
  Math.018 (MATH)
  Math.019 (MATH)

Ball material nodes: 3
  Material Output (OUTPUT_MATERIAL)
  Principled BSDF (BSDF_PRINCIPLED)
  Attribute (ATTRIBUTE)

Ball color attributes: []

[Tool]
Code executed successfully: Ball color attributes: []
Number of face colors: 2048
Attribute node: name='Color', type=GEOMETRY

[Tool]
Code executed successfully: Color attributes on mesh: <bpy_collection[0], AttributeGroupMesh>

Trying to create again...
Created: BallColors, len: 2048

After creation:

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

[Tool]
Code executed successfully: Color attributes count: 0
After clear: 0
Created: <bpy_struct, ByteColorAttribute("BallColors.001") at 0x0000016EB7D484A0>
Name: BallColors.001
Len: 2048

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_prop_collection[index]: index 0 out of range, size 0

[Tool]
Code executed successfully: Trying VERTEX domain...
Created: <bpy_struct, ByteColorAttribute("VColor") at 0x0000016EB7D49120>, name: VColor, len: 1986
Set vertex 0 color: <bpy_float[4], ByteColorAttributeValue.color>

List all color attributes:
  VColor (domain=POINT, type=BYTE_COLOR)

[Tool]
Code executed successfully: Using: VColor, len: 1986
Updated to use: VColor
Beach ball vertex colors set
Sample: vertex 0 = <bpy_float[4], ByteColorAttributeValue.color>, vertex 500 = <bpy_float[4], ByteColorAttributeValue.color>

[Tool] Code executed successfully: Preview render done

[Tool] Code executed successfully: Environment improvements: sea, sand detail, lighting

[Tool]
Code executed successfully: Corgi modifiers: ['FurDisplace', 'Subsurf']
Beach ball additional deformation added
Sand particles improved

[Tool] Code executed successfully: Preview render done - saved to /tmp/corgi_preview2.png

[Tool]
Code executed successfully: Camera repositioned: loc=<Vector (0.8000, -0.8000, -0.0500)>, lens=40.0mm
Sea location: <Vector (0.0000, 5.0000, -0.2100)>
Environment adjusted

[Tool] Code executed successfully: Preview render done

[Tool]
Code executed successfully: Camera: loc=<Vector (0.8000, -0.8000, -0.0500)>, rot=<Euler (x=1.5426, y=-0.0000, z=0.7188), order='XYZ'>, lens=40.0
Separate ear meshes added

[Tool] Code executed successfully: Contact shadows added

[Tool] Code executed successfully: Preview render done

[Tool]
Code executed successfully: Key positions:
  Corgi bbox center: <Vector (0.0000, 0.0000, 0.0000)>
  Ball location: <Vector (0.4000, 0.0000, -0.2000)>
  Nose location: <Vector (0.7100, 0.0000, -0.0500)>
  Camera: <Vector (0.8000, -0.8000, -0.0500)>, lens=40.0mm
Adjustments made

[Tool] Code executed successfully: Preview render done

[Tool]
Code executed successfully: Image size: 1024x1024
Total pixels: 1048576
Center pixel: [0.8862745761871338, 0.9333333969116211, 0.9490196704864502, 1.0]
top-left: [0.8235294818878174, 0.9333333969116211, 0.960784375667572, 1.0]
top-right: [0.9098039865493774, 0.9529412388801575, 0.9686275124549866, 1.0]
bottom-left: [0.917647123336792, 0.9490196704864502, 0.960784375667572, 1.0]
bottom-right: [0.917647123336792, 0.9490196704864502, 0.9647059440612793, 1.0]

[Tool]
Code executed successfully: Camera location: <Vector (1.2000, -1.2000, -0.0200)>
Camera rotation (deg): [88.96594601508409, -8.794879982957897e-07, 43.78112667409363]
Camera forward: <Vector (-0.6918, 0.7219, -0.0180)>
Camera location + forward*5: <Vector (-2.2590, 2.4094, -0.1102)>
Expected direction: <Vector (-0.6918, 0.7219, -0.0180)>
Actual forward: <Vector (-0.6918, 0.7219, -0.0180)>
Dot product: 1.0000000041909516

New camera: <Vector (0.5000, -1.5000, 0.0000)>
New rotation (deg): [88.15525720211693, -1.112192543676382e-06, 14.931416780409638]
New forward: <Vector (-0.2575, 0.9657, -0.0322)>
To target: <Vector (-0.2575, 0.9657, -0.0322)>
Dot: 1.0000000321306288

[Tool]
Code executed successfully: Camera: <Vector (0.5000, -1.5000, 0.0000)>
Distance to corgi center: 1.5811388300841898
center (50%,50%): R=0.886 G=0.933 B=0.949
lower-center (50%,35%): R=0.808 G=0.918 B=0.949
lower-left (30%,35%): R=0.851 G=0.925 B=0.949
lower-right (70%,35%): R=0.871 G=0.933 B=0.941
very-bottom (50%,10%): R=0.882 G=0.949 B=0.969
left (20%,50%): R=0.898 G=0.941 B=0.961

[Tool]
Code executed successfully: Test render done
center: R=0.890 G=0.933 B=0.953
lower: R=0.820 G=0.922 B=0.953
bottom: R=0.914 G=0.953 B=0.969
top: R=0.914 G=0.945 B=0.961
left: R=0.894 G=0.941 B=0.957
right: R=0.929 G=0.953 B=0.961

[Tool]
Code executed successfully: === Objects in scene ===
  BeachBall: type=MESH, loc=<Vector (0.4000, 0.0000, -0.2000)>, hide=False
  BallValve: type=MESH, loc=<Vector (0.4000, 0.0000, -0.0280)>, hide=False
  SandGround: type=MESH, loc=<Vector (0.0000, 0.0000, -0.2200)>, hide=False
  SandP_0: type=MESH, loc=<Vector (0.5730, -0.0557, -0.1027)>, hide=False
  SandP_1: type=MESH, loc=<Vector (0.3771, 0.1409, -0.0512)>, hide=False
  SandP_2: type=MESH, loc=<Vector (0.1835, -0.1107, -0.1313)>, hide=False
  SandP_3: type=MESH, loc=<Vector (0.4508, -0.1200, -0.1485)>, hide=False
  SandP_4: type=MESH, loc=<Vector (0.1321, -0.0305, -0.0578)>, hide=False
  SandP_5: type=MESH, loc=<Vector (0.1803, 0.0960, -0.0388)>, hide=False
  SandP_6: type=MESH, loc=<Vector (0.2432, 0.0621, -0.1467)>, hide=False
  SandP_7: type=MESH, loc=<Vector (0.2191, -0.1151, -0.1268)>, hide=False
  SandP_8: type=MESH, loc=<Vector (0.6170, -0.0760, -0.1134)>, hide=False
  SandP_9: type=MESH, loc=<Vector (0.3245, -0.1689, -0.1324)>, hide=False
  SandP_10: type=MESH, loc=<Vector (0.1963, -0.0041, -0.0621)>, hide=False
  SandP_11: type=MESH, loc=<Vector (0.1610, -0.0823, -0.0535)>, hide=False
  SandP_12: type=MESH, loc=<Vector (0.4309, 0.1093, -0.0917)>, hide=False
  SandP_13: type=MESH, loc=<Vector (0.2908, 0.0755, -0.1423)>, hide=False
  SandP_14: type=MESH, loc=<Vector (0.2100, 0.0524, -0.0659)>, hide=False
  SandP_15: type=MESH, loc=<Vector (0.2863, 0.0760, -0.0996)>, hide=False
  SandP_16: type=MESH, loc=<Vector (0.4788, 0.0526, -0.1071)>, hide=False
  SandP_17: type=MESH, loc=<Vector (0.2784, -0.1108, -0.0995)>, hide=False
  SandP_18: type=MESH, loc=<Vector (0.6629, -0.0843, -0.1661)>, hide=False
  SandP_19: type=MESH, loc=<Vector (0.5259, 0.0205, -0.0989)>, hide=False
  SandP_20: type=MESH, loc=<Vector (0.4553, 0.0672, -0.1398)>, hide=False
  SandP_21: type=MESH, loc=<Vector (0.6711, 0.0361, -0.1585)>, hide=False
  SandP_22: type=MESH, loc=<Vector (0.3145, 0.1263, -0.1260)>, hide=False
  SandP_23: type=MESH, loc=<Vector (0.2481, -0.1202, -0.0406)>, hide=False
  SandP_24: type=MESH, loc=<Vector (0.4904, 0.0863, -0.0820)>, hide=False
  SandP_25: type=MESH, loc=<Vector (0.1923, 0.0867, -0.1414)>, hide=False
  SandP_26: type=MESH, loc=<Vector (0.2897, 0.1553, -0.1312)>, hide=False
  SandP_27: type=MESH, loc=<Vector (0.5632, 0.0665, -0.1188)>, hide=False
  SandP_28: type=MESH, loc=<Vector (0.4058, 0.1251, -0.1176)>, hide=False
  SandP_29: type=MESH, loc=<Vector (0.1586, -0.0926, -0.0390)>, hide=False
  SandP_30: type=MESH, loc=<Vector (0.1291, -0.0599, -0.0889)>, hide=False
  SandP_31: type=MESH, loc=<Vector (0.5278, 0.1062, -0.1502)>, hide=False
  SandP_32: type=MESH, loc=<Vector (0.2707, 0.1464, -0.0735)>, hide=False
  SandP_33: type=MESH, loc=<Vector (0.2444, 0.1139, -0.1607)>, hide=False
  SandP_34: type=MESH, loc=<Vector (0.5475, -0.0968, -0.0652)>, hide=False
  SandP_35: type=MESH, loc=<Vector (0.4207, -0.0658, -0.0847)>, hide=False
  SandP_36: type=MESH, loc=<Vector (0.2655, -0.0002, -0.1490)>, hide=False
  SandP_37: type=MESH, loc=<Vector (0.6025, 0.0369, -0.0806)>, hide=False
  SandP_38: type=MESH, loc=<Vector (0.6690, 0.0169, -0.1652)>, hide=False
  SandP_39: type=MESH, loc=<Vector (0.3260, 0.1200, -0.0617)>, hide=False
  SandP_40: type=MESH, loc=<Vector (0.5900, -0.0483, -0.1405)>, hide=False
  SandP_41: type=MESH, loc=<Vector (0.5333, 0.0574, -0.0900)>, hide=False
  SandP_42: type=MESH, loc=<Vector (0.5613, 0.0416, -0.0937)>, hide=False
  SandP_43: type=MESH, loc=<Vector (0.3600, -0.1747, -0.0914)>, hide=False
  SandP_44: type=MESH, loc=<Vector (0.3563, 0.0840, -0.0769)>, hide=False
  SandP_45: type=MESH, loc=<Vector (0.5287, -0.1016, -0.0884)>, hide=False
  SandP_46: type=MESH, loc=<Vector (0.4888, 0.1596, -0.1213)>, hide=False
  SandP_47: type=MESH, loc=<Vector (0.4204, 0.1739, -0.1038)>, hide=False
  SandP_48: type=MESH, loc=<Vector (0.5938, -0.0066, -0.0974)>, hide=False
  SandP_49: type=MESH, loc=<Vector (0.5562, 0.0034, -0.1479)>, hide=False
  SandP_50: type=MESH, loc=<Vector (0.2251, 0.1055, -0.0506)>, hide=False
  SandP_51: type=MESH, loc=<Vector (0.3726, -0.0616, -0.0925)>, hide=False
  SandP_52: type=MESH, loc=<Vector (0.1571, 0.0385, -0.0820)>, hide=False
  SandP_53: type=MESH, loc=<Vector (0.6457, 0.0548, -0.1327)>, hide=False
  SandP_54: type=MESH, loc=<Vector (0.5980, 0.0034, -0.0908)>, hide=False
  SandP_55: type=MESH, loc=<Vector (0.5253, -0.1096, -0.0623)>, hide=False
  SandP_56: type=MESH, loc=<Vector (0.1824, 0.0731, -0.1620)>, hide=False
  SandP_57: type=MESH, loc=<Vector (0.2905, -0.0339, -0.0986)>, hide=False
  SandP_58: type=MESH, loc=<Vector (0.3414, 0.1034, -0.0726)>, hide=False
  SandP_59: type=MESH, loc=<Vector (0.4053, 0.0756, -0.1388)>, hide=False
  Sun: type=LIGHT, loc=<Vector (2.0000, -2.0000, 5.0000)>, hide=False
  FillLight: type=LIGHT, loc=<Vector (-1.5000, 2.0000, 2.0000)>, hide=False
  RimLight: type=LIGHT, loc=<Vector (0.0000, 3.0000, 1.5000)>, hide=False
  Bounce: type=LIGHT, loc=<Vector (0.0000, 0.0000, -0.1500)>, hide=False
  CorgiBody: type=MESH, loc=<Vector (0.0000, 0.0000, 0.0000)>, hide=False
  EyeL: type=MESH, loc=<Vector (0.5400, 0.0700, 0.0000)>, hide=False
  EyeR: type=MESH, loc=<Vector (0.5400, -0.0700, 0.0000)>, hide=False
  Nose: type=MESH, loc=<Vector (0.7100, 0.0000, -0.0500)>, hide=False
  Tongue: type=MESH, loc=<Vector (0.6600, 0.0000, -0.1600)>, hide=False
  MouthInterior: type=MESH, loc=<Vector (0.6200, 0.0000, -0.1300)>, hide=False
  Camera: type=CAMERA, loc=<Vector (0.5000, -1.5000, 0.0000)>, hide=False
  Sea: type=MESH, loc=<Vector (0.0000, 4.0000, -0.1500)>, hide=False
  EarL: type=MESH, loc=<Vector (0.4400, 0.1100, 0.0700)>, hide=False
  EarR: type=MESH, loc=<Vector (0.4400, -0.1100, 0.0700)>, hide=False
  InnerEarL: type=MESH, loc=<Vector (0.4400, 0.1150, 0.0750)>, hide=False
  InnerEarR: type=MESH, loc=<Vector (0.4400, -0.1150, 0.0750)>, hide=False
  ShadowCorgi: type=MESH, loc=<Vector (0.0000, 0.0000, 0.0000)>, hide=False
  ShadowBall: type=MESH, loc=<Vector (0.0000, 0.0000, 0.0000)>, hide=False

Scene camera: <bpy_struct, Object("Camera") at 0x0000016EB820EB08>
Camera name: Camera

Camera clip start: 0.10000000149011612
Camera clip end: 1000.0
Found RED at (312,216): R=0.937 G=0.227 B=0.251

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>

[Assistant] I'll tackle this complex task step by step. Let me start by checking the scene and available integrations, then build the corgi, beach ball, and environment.

[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

[Assistant] Hyper3D is disabled. Let me check Sketchfab for a corgi model, and also check Polyhaven for textures.

[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]
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

[Assistant] No external integrations available - I'll build everything procedurally. This is a complex task requiring careful organic modeling. Let me start building the corgi body using metaballs for organic soft shapes, then add all details.

[Tool] Code executed successfully: Scene cleared

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

[Tool]
Code executed successfully: Ball element attributes: ['__doc__', '__module__', '__slots__', 'bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']
Capsule element attributes: ['__doc__', '__module__', '__slots__', 'bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']

[Tool] Error executing code: Communication error with Blender: Code execution error: 'MetaElement' object has no attribute 'co2'

[Tool]
Code executed successfully: Capsule attrs: ['bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']
Has co: True
co value: <Vector (0.0000, 0.0000, 0.0000)>

Ball attrs: ['bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']

Ellipsoid attrs: ['bl_rna', 'co', 'hide', 'radius', 'rna_type', 'rotation', 'select', 'size_x', 'size_y', 'size_z', 'stiffness', 'type', 'use_negative', 'use_scale_stiffness']

[Tool]
Code executed successfully: Default capsule sizes: 1.0 1.0 1.0
Default radius: 2.0
Default cube sizes: 1.0 1.0 1.0

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: sequences of dimension 0 should contain 4 items, not 3

[Tool] Code executed successfully: Test: 96 verts

[Tool]
Code executed successfully: Corgi body: 70 verts, 74 faces
X: -0.501 to 0.437
Y: -0.149 to 0.149
Z: -0.027 to 0.257

[Tool] Code executed successfully: Corgi body: 1558 verts, 1819 faces

[Assistant] Good - 1558 verts with proper detail. Now let me add a subdivision surface modifier for even more organic smoothness, and start building the beach ball with proper deformation.

[Tool]
Code executed successfully: Beach ball: 1986 verts
Ball location: <Vector (0.4000, 0.0000, -0.2000)>

[Tool] Unknown tool: execute_blander_code

[Tool] Error executing code: Communication error with Blender: Code execution error: AttributeGroupMesh.new(): error with keyword argument "type" -  enum "BYTE" not found in ('FLOAT', 'INT', 'BOOLEAN', 'FLOAT_VECTOR', 'FLOAT_COLOR', 'QUATERNION', 'FLOAT4X4', 'STRING', 'INT8', 'INT16_2D', 'INT32_2D', 'FLOAT2', 'BYTE_COLOR')

[Tool] Code executed successfully: Beach ball panels colored

[Assistant] Now let me create the materials for the corgi and beach ball.

[Tool] Code executed successfully: Corgi material created

[Tool] Code executed successfully: Beach ball and valve materials created

[Assistant] Now let me create the environment - sandy beach, sky, paw prints, and sand particles.

[Tool] Code executed successfully: Environment: sand and sky created

[Tool]
Code executed successfully: Paw prints created
Sand particles: 60 created

[Assistant] Now let me set up lighting, camera, and add the tongue, eyes, and nose details to the corgi.

[Tool] Code executed successfully: Corgi facial details: eyes, nose, tongue, mouth created

[Tool] Code executed successfully: Lighting set up: sun + fill + rim + bounce

[Tool]
Code executed successfully: Camera and render settings configured
Camera location: <Vector (1.3000, -1.0000, 0.1200)>
Camera rotation: <Euler (x=1.4675, y=0.0000, z=0.9151), order='XYZ'>

[Tool] Code executed successfully: Preview render done

[Tool]
{
  "name": "Scene",
  "object_count": 75,
  "objects": [
    {
      "name": "CorgiBody",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        0.0
      ]
    },
    {
      "name": "BeachBall",
      "type": "MESH",
      "location": [
        0.4,
        0.0,
        -0.2
      ]
    },
    {
      "name": "BallValve",
      "type": "MESH",
      "location": [
        0.4,
        0.0,
        0.0
      ]
    },
    {
      "name": "BallValve.001",
      "type": "MESH",
      "location": [
        0.4,
        0.0,
        0.0
      ]
    },
    {
      "name": "SandGround",
      "type": "MESH",
      "location": [
        0.0,
        0.0,
        -0.22
      ]
    },
    {
      "name": "SandP_0",
      "type": "MESH",
      "location": [
        0.17,
        -0.08,
        -0.1
      ]
    },
    {
      "name": "SandP_1",
      "type": "MESH",
      "location": [
        0.42,
        -0.12,
        -0.12
      ]
    },
    {
      "name": "SandP_2",
      "type": "MESH",
      "location": [
        0.19,
        0.03,
        -0.08
      ]
    },
    {
      "name": "SandP_3",
      "type": "MESH",
      "location": [
        0.69,
        0.09,
        -0.08
      ]
    },
    {
      "name": "SandP_4",
      "type": "MESH",
      "location": [
        0.39,
        0.16,
        -0.05
      ]
    }
  ],
  "materials_count": 8
}

[Tool]
Code executed successfully: Corgi moved up by 0.08, new location: <Vector (0.0000, 0.0000, 0.0800)>
Detail objects moved to match
Ball center z: -0.20000000298023224, radius: 0.22
Ball mesh local Z range: -0.2090 to 0.1718
Ball top in world: -0.0282

[Tool] Code executed successfully: Cleared corgi for rebuild

[Tool]
Code executed successfully: Corgi rebuilt: 1502 verts
X: -0.553 to 0.693
Y: -0.162 to 0.162
Z: -0.218 to 0.132

[Tool] Code executed successfully: Facial details re-added at correct positions

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

[Tool]
Code executed successfully: Cameras: []
  BallValve (MESH)
  BeachBall (MESH)
  Bounce (LIGHT)
  CorgiBody (MESH)
  EyeL (MESH)
  EyeR (MESH)
  FillLight (LIGHT)
  MouthInterior (MESH)
  Nose (MESH)
  RimLight (LIGHT)
  SandGround (MESH)
  SandP_0 (MESH)
  SandP_1 (MESH)
  SandP_10 (MESH)
  SandP_11 (MESH)
  SandP_12 (MESH)
  SandP_13 (MESH)
  SandP_14 (MESH)
  SandP_15 (MESH)
  SandP_16 (MESH)
  SandP_17 (MESH)
  SandP_18 (MESH)
  SandP_19 (MESH)
  SandP_2 (MESH)
  SandP_20 (MESH)
  SandP_21 (MESH)
  SandP_22 (MESH)
  SandP_23 (MESH)
  SandP_24 (MESH)
  SandP_25 (MESH)
  SandP_26 (MESH)
  SandP_27 (MESH)
  SandP_28 (MESH)
  SandP_29 (MESH)
  SandP_3 (MESH)
  SandP_30 (MESH)
  SandP_31 (MESH)
  SandP_32 (MESH)
  SandP_33 (MESH)
  SandP_34 (MESH)
  SandP_35 (MESH)
  SandP_36 (MESH)
  SandP_37 (MESH)
  SandP_38 (MESH)
  SandP_39 (MESH)
  SandP_4 (MESH)
  SandP_40 (MESH)
  SandP_41 (MESH)
  SandP_42 (MESH)
  SandP_43 (MESH)
  SandP_44 (MESH)
  SandP_45 (MESH)
  SandP_46 (MESH)
  SandP_47 (MESH)
  SandP_48 (MESH)
  SandP_49 (MESH)
  SandP_5 (MESH)
  SandP_50 (MESH)
  SandP_51 (MESH)
  SandP_52 (MESH)
  SandP_53 (MESH)
  SandP_54 (MESH)
  SandP_55 (MESH)
  SandP_56 (MESH)
  SandP_57 (MESH)
  SandP_58 (MESH)
  SandP_59 (MESH)
  SandP_6 (MESH)
  SandP_7 (MESH)
  SandP_8 (MESH)
  SandP_9 (MESH)
  Sun (LIGHT)
  Tongue (MESH)

[Tool] Code executed successfully: Preview render done

[Tool] Code executed successfully: Corgi material updated with better markings

[Tool] Code executed successfully: Preview render done

[Tool]
Code executed successfully: Render result exists: 0x0
Has pixels: True
Saved preview to /tmp/corgi_preview.png

[Tool]
Code executed successfully: Camera location: <Vector (1.0000, -0.9000, 0.0000)>
Camera rotation: <Euler (x=1.5250, y=-0.0000, z=0.8124), order='XYZ'>
Camera lens: 45.0mm

Corgi material nodes: 28
  Material Output (OUTPUT_MATERIAL)
  Principled BSDF (BSDF_PRINCIPLED)
  Texture Coordinate (TEX_COORD)
  Separate XYZ (SEPXYZ)
  Math (MATH)
  Math.001 (MATH)
  Math.002 (MATH)
  Math.003 (MATH)
  Math.004 (MATH)
  Math.005 (MATH)
  Math.006 (MATH)
  Math.007 (MATH)
  Math.008 (MATH)
  Math.009 (MATH)
  Math.010 (MATH)
  Math.011 (MATH)
  Math.012 (MATH)
  Math.013 (MATH)
  Math.014 (MATH)
  Math.015 (MATH)
  Math.016 (MATH)
  Math.017 (MATH)
  Color (RGB)
  Color.001 (RGB)
  Mix (Legacy) (MIX_RGB)
  Noise Texture (TEX_NOISE)
  Math.018 (MATH)
  Math.019 (MATH)

Ball material nodes: 3
  Material Output (OUTPUT_MATERIAL)
  Principled BSDF (BSDF_PRINCIPLED)
  Attribute (ATTRIBUTE)

Ball color attributes: []

[Tool]
Code executed successfully: Ball color attributes: []
Number of face colors: 2048
Attribute node: name='Color', type=GEOMETRY

[Tool]
Code executed successfully: Color attributes on mesh: <bpy_collection[0], AttributeGroupMesh>

Trying to create again...
Created: BallColors, len: 2048

After creation:

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

[Tool]
Code executed successfully: Color attributes count: 0
After clear: 0
Created: <bpy_struct, ByteColorAttribute("BallColors.001") at 0x0000016EB7D484A0>
Name: BallColors.001
Len: 2048

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_prop_collection[index]: index 0 out of range, size 0

[Tool]
Code executed successfully: Trying VERTEX domain...
Created: <bpy_struct, ByteColorAttribute("VColor") at 0x0000016EB7D49120>, name: VColor, len: 1986
Set vertex 0 color: <bpy_float[4], ByteColorAttributeValue.color>

List all color attributes:
  VColor (domain=POINT, type=BYTE_COLOR)

[Tool]
Code executed successfully: Using: VColor, len: 1986
Updated to use: VColor
Beach ball vertex colors set
Sample: vertex 0 = <bpy_float[4], ByteColorAttributeValue.color>, vertex 500 = <bpy_float[4], ByteColorAttributeValue.color>

[Tool] Code executed successfully: Preview render done

[Tool] Code executed successfully: Environment improvements: sea, sand detail, lighting

[Tool]
Code executed successfully: Corgi modifiers: ['FurDisplace', 'Subsurf']
Beach ball additional deformation added
Sand particles improved

[Tool] Code executed successfully: Preview render done - saved to /tmp/corgi_preview2.png

[Tool]
Code executed successfully: Camera repositioned: loc=<Vector (0.8000, -0.8000, -0.0500)>, lens=40.0mm
Sea location: <Vector (0.0000, 5.0000, -0.2100)>
Environment adjusted

[Tool] Code executed successfully: Preview render done

[Tool]
Code executed successfully: Camera: loc=<Vector (0.8000, -0.8000, -0.0500)>, rot=<Euler (x=1.5426, y=-0.0000, z=0.7188), order='XYZ'>, lens=40.0
Separate ear meshes added

[Tool] Code executed successfully: Contact shadows added

[Tool] Code executed successfully: Preview render done

[Tool]
Code executed successfully: Key positions:
  Corgi bbox center: <Vector (0.0000, 0.0000, 0.0000)>
  Ball location: <Vector (0.4000, 0.0000, -0.2000)>
  Nose location: <Vector (0.7100, 0.0000, -0.0500)>
  Camera: <Vector (0.8000, -0.8000, -0.0500)>, lens=40.0mm
Adjustments made

[Tool] Code executed successfully: Preview render done

[Tool]
Code executed successfully: Image size: 1024x1024
Total pixels: 1048576
Center pixel: [0.8862745761871338, 0.9333333969116211, 0.9490196704864502, 1.0]
top-left: [0.8235294818878174, 0.9333333969116211, 0.960784375667572, 1.0]
top-right: [0.9098039865493774, 0.9529412388801575, 0.9686275124549866, 1.0]
bottom-left: [0.917647123336792, 0.9490196704864502, 0.960784375667572, 1.0]
bottom-right: [0.917647123336792, 0.9490196704864502, 0.9647059440612793, 1.0]

[Tool]
Code executed successfully: Camera location: <Vector (1.2000, -1.2000, -0.0200)>
Camera rotation (deg): [88.96594601508409, -8.794879982957897e-07, 43.78112667409363]
Camera forward: <Vector (-0.6918, 0.7219, -0.0180)>
Camera location + forward*5: <Vector (-2.2590, 2.4094, -0.1102)>
Expected direction: <Vector (-0.6918, 0.7219, -0.0180)>
Actual forward: <Vector (-0.6918, 0.7219, -0.0180)>
Dot product: 1.0000000041909516

New camera: <Vector (0.5000, -1.5000, 0.0000)>
New rotation (deg): [88.15525720211693, -1.112192543676382e-06, 14.931416780409638]
New forward: <Vector (-0.2575, 0.9657, -0.0322)>
To target: <Vector (-0.2575, 0.9657, -0.0322)>
Dot: 1.0000000321306288

[Tool]
Code executed successfully: Camera: <Vector (0.5000, -1.5000, 0.0000)>
Distance to corgi center: 1.5811388300841898
center (50%,50%): R=0.886 G=0.933 B=0.949
lower-center (50%,35%): R=0.808 G=0.918 B=0.949
lower-left (30%,35%): R=0.851 G=0.925 B=0.949
lower-right (70%,35%): R=0.871 G=0.933 B=0.941
very-bottom (50%,10%): R=0.882 G=0.949 B=0.969
left (20%,50%): R=0.898 G=0.941 B=0.961

[Tool]
Code executed successfully: Test render done
center: R=0.890 G=0.933 B=0.953
lower: R=0.820 G=0.922 B=0.953
bottom: R=0.914 G=0.953 B=0.969
top: R=0.914 G=0.945 B=0.961
left: R=0.894 G=0.941 B=0.957
right: R=0.929 G=0.953 B=0.961

[Tool]
Code executed successfully: === Objects in scene ===
  BeachBall: type=MESH, loc=<Vector (0.4000, 0.0000, -0.2000)>, hide=False
  BallValve: type=MESH, loc=<Vector (0.4000, 0.0000, -0.0280)>, hide=False
  SandGround: type=MESH, loc=<Vector (0.0000, 0.0000, -0.2200)>, hide=False
  SandP_0: type=MESH, loc=<Vector (0.5730, -0.0557, -0.1027)>, hide=False
  SandP_1: type=MESH, loc=<Vector (0.3771, 0.1409, -0.0512)>, hide=False
  SandP_2: type=MESH, loc=<Vector (0.1835, -0.1107, -0.1313)>, hide=False
  SandP_3: type=MESH, loc=<Vector (0.4508, -0.1200, -0.1485)>, hide=False
  SandP_4: type=MESH, loc=<Vector (0.1321, -0.0305, -0.0578)>, hide=False
  SandP_5: type=MESH, loc=<Vector (0.1803, 0.0960, -0.0388)>, hide=False
  SandP_6: type=MESH, loc=<Vector (0.2432, 0.0621, -0.1467)>, hide=False
  SandP_7: type=MESH, loc=<Vector (0.2191, -0.1151, -0.1268)>, hide=False
  SandP_8: type=MESH, loc=<Vector (0.6170, -0.0760, -0.1134)>, hide=False
  SandP_9: type=MESH, loc=<Vector (0.3245, -0.1689, -0.1324)>, hide=False
  SandP_10: type=MESH, loc=<Vector (0.1963, -0.0041, -0.0621)>, hide=False
  SandP_11: type=MESH, loc=<Vector (0.1610, -0.0823, -0.0535)>, hide=False
  SandP_12: type=MESH, loc=<Vector (0.4309, 0.1093, -0.0917)>, hide=False
  SandP_13: type=MESH, loc=<Vector (0.2908, 0.0755, -0.1423)>, hide=False
  SandP_14: type=MESH, loc=<Vector (0.2100, 0.0524, -0.0659)>, hide=False
  SandP_15: type=MESH, loc=<Vector (0.2863, 0.0760, -0.0996)>, hide=False
  SandP_16: type=MESH, loc=<Vector (0.4788, 0.0526, -0.1071)>, hide=False
  SandP_17: type=MESH, loc=<Vector (0.2784, -0.1108, -0.0995)>, hide=False
  SandP_18: type=MESH, loc=<Vector (0.6629, -0.0843, -0.1661)>, hide=False
  SandP_19: type=MESH, loc=<Vector (0.5259, 0.0205, -0.0989)>, hide=False
  SandP_20: type=MESH, loc=<Vector (0.4553, 0.0672, -0.1398)>, hide=False
  SandP_21: type=MESH, loc=<Vector (0.6711, 0.0361, -0.1585)>, hide=False
  SandP_22: type=MESH, loc=<Vector (0.3145, 0.1263, -0.1260)>, hide=False
  SandP_23: type=MESH, loc=<Vector (0.2481, -0.1202, -0.0406)>, hide=False
  SandP_24: type=MESH, loc=<Vector (0.4904, 0.0863, -0.0820)>, hide=False
  SandP_25: type=MESH, loc=<Vector (0.1923, 0.0867, -0.1414)>, hide=False
  SandP_26: type=MESH, loc=<Vector (0.2897, 0.1553, -0.1312)>, hide=False
  SandP_27: type=MESH, loc=<Vector (0.5632, 0.0665, -0.1188)>, hide=False
  SandP_28: type=MESH, loc=<Vector (0.4058, 0.1251, -0.1176)>, hide=False
  SandP_29: type=MESH, loc=<Vector (0.1586, -0.0926, -0.0390)>, hide=False
  SandP_30: type=MESH, loc=<Vector (0.1291, -0.0599, -0.0889)>, hide=False
  SandP_31: type=MESH, loc=<Vector (0.5278, 0.1062, -0.1502)>, hide=False
  SandP_32: type=MESH, loc=<Vector (0.2707, 0.1464, -0.0735)>, hide=False
  SandP_33: type=MESH, loc=<Vector (0.2444, 0.1139, -0.1607)>, hide=False
  SandP_34: type=MESH, loc=<Vector (0.5475, -0.0968, -0.0652)>, hide=False
  SandP_35: type=MESH, loc=<Vector (0.4207, -0.0658, -0.0847)>, hide=False
  SandP_36: type=MESH, loc=<Vector (0.2655, -0.0002, -0.1490)>, hide=False
  SandP_37: type=MESH, loc=<Vector (0.6025, 0.0369, -0.0806)>, hide=False
  SandP_38: type=MESH, loc=<Vector (0.6690, 0.0169, -0.1652)>, hide=False
  SandP_39: type=MESH, loc=<Vector (0.3260, 0.1200, -0.0617)>, hide=False
  SandP_40: type=MESH, loc=<Vector (0.5900, -0.0483, -0.1405)>, hide=False
  SandP_41: type=MESH, loc=<Vector (0.5333, 0.0574, -0.0900)>, hide=False
  SandP_42: type=MESH, loc=<Vector (0.5613, 0.0416, -0.0937)>, hide=False
  SandP_43: type=MESH, loc=<Vector (0.3600, -0.1747, -0.0914)>, hide=False
  SandP_44: type=MESH, loc=<Vector (0.3563, 0.0840, -0.0769)>, hide=False
  SandP_45: type=MESH, loc=<Vector (0.5287, -0.1016, -0.0884)>, hide=False
  SandP_46: type=MESH, loc=<Vector (0.4888, 0.1596, -0.1213)>, hide=False
  SandP_47: type=MESH, loc=<Vector (0.4204, 0.1739, -0.1038)>, hide=False
  SandP_48: type=MESH, loc=<Vector (0.5938, -0.0066, -0.0974)>, hide=False
  SandP_49: type=MESH, loc=<Vector (0.5562, 0.0034, -0.1479)>, hide=False
  SandP_50: type=MESH, loc=<Vector (0.2251, 0.1055, -0.0506)>, hide=False
  SandP_51: type=MESH, loc=<Vector (0.3726, -0.0616, -0.0925)>, hide=False
  SandP_52: type=MESH, loc=<Vector (0.1571, 0.0385, -0.0820)>, hide=False
  SandP_53: type=MESH, loc=<Vector (0.6457, 0.0548, -0.1327)>, hide=False
  SandP_54: type=MESH, loc=<Vector (0.5980, 0.0034, -0.0908)>, hide=False
  SandP_55: type=MESH, loc=<Vector (0.5253, -0.1096, -0.0623)>, hide=False
  SandP_56: type=MESH, loc=<Vector (0.1824, 0.0731, -0.1620)>, hide=False
  SandP_57: type=MESH, loc=<Vector (0.2905, -0.0339, -0.0986)>, hide=False
  SandP_58: type=MESH, loc=<Vector (0.3414, 0.1034, -0.0726)>, hide=False
  SandP_59: type=MESH, loc=<Vector (0.4053, 0.0756, -0.1388)>, hide=False
  Sun: type=LIGHT, loc=<Vector (2.0000, -2.0000, 5.0000)>, hide=False
  FillLight: type=LIGHT, loc=<Vector (-1.5000, 2.0000, 2.0000)>, hide=False
  RimLight: type=LIGHT, loc=<Vector (0.0000, 3.0000, 1.5000)>, hide=False
  Bounce: type=LIGHT, loc=<Vector (0.0000, 0.0000, -0.1500)>, hide=False
  CorgiBody: type=MESH, loc=<Vector (0.0000, 0.0000, 0.0000)>, hide=False
  EyeL: type=MESH, loc=<Vector (0.5400, 0.0700, 0.0000)>, hide=False
  EyeR: type=MESH, loc=<Vector (0.5400, -0.0700, 0.0000)>, hide=False
  Nose: type=MESH, loc=<Vector (0.7100, 0.0000, -0.0500)>, hide=False
  Tongue: type=MESH, loc=<Vector (0.6600, 0.0000, -0.1600)>, hide=False
  MouthInterior: type=MESH, loc=<Vector (0.6200, 0.0000, -0.1300)>, hide=False
  Camera: type=CAMERA, loc=<Vector (0.5000, -1.5000, 0.0000)>, hide=False
  Sea: type=MESH, loc=<Vector (0.0000, 4.0000, -0.1500)>, hide=False
  EarL: type=MESH, loc=<Vector (0.4400, 0.1100, 0.0700)>, hide=False
  EarR: type=MESH, loc=<Vector (0.4400, -0.1100, 0.0700)>, hide=False
  InnerEarL: type=MESH, loc=<Vector (0.4400, 0.1150, 0.0750)>, hide=False
  InnerEarR: type=MESH, loc=<Vector (0.4400, -0.1150, 0.0750)>, hide=False
  ShadowCorgi: type=MESH, loc=<Vector (0.0000, 0.0000, 0.0000)>, hide=False
  ShadowBall: type=MESH, loc=<Vector (0.0000, 0.0000, 0.0000)>, hide=False

Scene camera: <bpy_struct, Object("Camera") at 0x0000016EB820EB08>
Camera name: Camera

Camera clip start: 0.10000000149011612
Camera clip end: 1000.0
Found RED at (312,216): R=0.937 G=0.227 B=0.251

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

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get_polyhaven_statusArguments

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User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

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

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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-1784095147-MQiwvhXTzSxB8rMexokx","object":"chat.completion","created":1784095147,"model":"z-ai/glm-5.2","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":null,"refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"call_1e3ae9dfcfa74abbba681ac5","function":{"name":"execute_blender_code","arguments":"{\"code\": \"\\nimport bpy\\nimport math\\nfrom mathutils import Vector\\n\\n# The red cube IS visible! So the camera works. The issue was that the old \\n# renders were cached from the wrong camera position. Let me delete the test cube\\n# and do a proper render.\\n\\n# Delete test cube\\nbpy.data.objects[\\\"TestCube\\\"].select_set(True)\\nbpy.ops.object.delete()\\n\\n# Make sure render is fresh\\nscene = bpy.context.scene\\nscene.render.resolution_x = 1024\\nscene.render.resolution_y = 1024\\nscene.cycles.samples = 64\\nscene.cycles.use_denoising = True\\nscene.render.filepath = \\\"/tmp/corgi_final_preview.png\\\"\\n\\nbpy.ops.render.render(write_still=True)\\nprint(\\\"Fresh render done\\\")\\n\\n# Check pixels\\nimg = bpy.data.images.load(\\\"/tmp/corgi_final_preview.png\\\")\\npixels = list(img.pixels)\\nw, h = img.size\\n\\n# Sample grid\\nfor name, fx, fy in [\\n    (\\\"top-left\\\", 0.25, 0.75), (\\\"top-center\\\", 0.5, 0.75), (\\\"top-right\\\", 0.75, 0.75),\\n    (\\\"center\\\", 0.5, 0.5),\\n    (\\\"bot-left\\\", 0.25, 0.25), (\\\"bot-center\\\", 0.5, 0.25), (\\\"bot-right\\\", 0.75, 0.25),\\n]:\\n    x = int(w * fx)\\n    y = int(h * fy)\\n    idx = (y * w + x) * 4\\n    r, g, b, a = pixels[idx:idx+4]\\n    print(f\\\"{name}: R={r:.3f} G={g:.3f} B={b:.3f}\\\")\\n\\n# Look for any non-blue pixels\\nnon_blue_count = 0\\nfor y in range(0, h, 4):\\n    for x in range(0, w, 4):\\n        idx = (y * w + x) * 4\\n        r, g, b, a = pixels[idx:idx+4]\\n        # Non-blue if R is high and B is not dominant, or if it's brown/sand colored\\n        if not (abs(r - g) < 0.05 and abs(g - b) < 0.1 and b > 0.7):\\n            non_blue_count += 1\\n            if non_blue_count <= 5:\\n                print(f\\\"Non-blue at ({x},{y}): R={r:.3f} G={g:.3f} B={b:.3f}\\\")\\n\\nprint(f\\\"\\\\nTotal non-blue pixels (sampled): {non_blue_count}\\\")\\n\", \"user_prompt\": \"Delete test cube and render fresh image\"}"}}]}}],"usage":{"prompt_tokens":50863,"completion_tokens":596,"total_tokens":51459,"cost":0.0133850112,"is_byok":false,"prompt_tokens_details":{"cached_tokens":46418,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0133850112,"upstream_inference_prompt_cost":0.0117066752,"upstream_inference_completions_cost":0.001678336},"completion_tokens_details":{"reasoning_tokens":596,"image_tokens":0,"audio_tokens":0}}}

import bpy
import math
from mathutils import Vector

# The red cube IS visible! So the camera works. The issue was that the old
# renders were cached from the wrong camera position. Let me delete the test cube
# and do a proper render.

# Delete test cube
bpy.data.objects["TestCube"].select_set(True)
bpy.ops.object.delete()

# Make sure render is fresh
scene = bpy.context.scene
scene.render.resolution_x = 1024
scene.render.resolution_y = 1024
scene.cycles.samples = 64
scene.cycles.use_denoising = True
scene.render.filepath = "/tmp/corgi_final_preview.png"

bpy.ops.render.render(write_still=True)
print("Fresh render done")

# Check pixels
img = bpy.data.images.load("/tmp/corgi_final_preview.png")
pixels = list(img.pixels)
w, h = img.size

# Sample grid
for name, fx, fy in [
    ("top-left", 0.25, 0.75), ("top-center", 0.5, 0.75), ("top-right", 0.75, 0.75),
    ("center", 0.5, 0.5),
    ("bot-left", 0.25, 0.25), ("bot-center", 0.5, 0.25), ("bot-right", 0.75, 0.25),
]:
    x = int(w * fx)
    y = int(h * fy)
    idx = (y * w + x) * 4
    r, g, b, a = pixels[idx:idx+4]
    print(f"{name}: R={r:.3f} G={g:.3f} B={b:.3f}")

# Look for any non-blue pixels
non_blue_count = 0
for y in range(0, h, 4):
    for x in range(0, w, 4):
        idx = (y * w + x) * 4
        r, g, b, a = pixels[idx:idx+4]
        # Non-blue if R is high and B is not dominant, or if it's brown/sand colored
        if not (abs(r - g) < 0.05 and abs(g - b) < 0.1 and b > 0.7):
            non_blue_count += 1
            if non_blue_count <= 5:
                print(f"Non-blue at ({x},{y}): R={r:.3f} G={g:.3f} B={b:.3f}")

print(f"\nTotal non-blue pixels (sampled): {non_blue_count}")

{"code": "\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# The red cube IS visible! So the camera works. The issue was that the old \n# renders were cached from the wrong camera position. Let me delete the test cube\n# and do a proper render.\n\n# Delete test cube\nbpy.data.objects[\"TestCube\"].select_set(True)\nbpy.ops.object.delete()\n\n# Make sure render is fresh\nscene = bpy.context.scene\nscene.render.resolution_x = 1024\nscene.render.resolution_y = 1024\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.filepath = \"/tmp/corgi_final_preview.png\"\n\nbpy.ops.render.render(write_still=True)\nprint(\"Fresh render done\")\n\n# Check pixels\nimg = bpy.data.images.load(\"/tmp/corgi_final_preview.png\")\npixels = list(img.pixels)\nw, h = img.size\n\n# Sample grid\nfor name, fx, fy in [\n    (\"top-left\", 0.25, 0.75), (\"top-center\", 0.5, 0.75), (\"top-right\", 0.75, 0.75),\n    (\"center\", 0.5, 0.5),\n    (\"bot-left\", 0.25, 0.25), (\"bot-center\", 0.5, 0.25), (\"bot-right\", 0.75, 0.25),\n]:\n    x = int(w * fx)\n    y = int(h * fy)\n    idx = (y * w + x) * 4\n    r, g, b, a = pixels[idx:idx+4]\n    print(f\"{name}: R={r:.3f} G={g:.3f} B={b:.3f}\")\n\n# Look for any non-blue pixels\nnon_blue_count = 0\nfor y in range(0, h, 4):\n    for x in range(0, w, 4):\n        idx = (y * w + x) * 4\n        r, g, b, a = pixels[idx:idx+4]\n        # Non-blue if R is high and B is not dominant, or if it's brown/sand colored\n        if not (abs(r - g) < 0.05 and abs(g - b) < 0.1 and b > 0.7):\n            non_blue_count += 1\n            if non_blue_count <= 5:\n                print(f\"Non-blue at ({x},{y}): R={r:.3f} G={g:.3f} B={b:.3f}\")\n\nprint(f\"\\nTotal non-blue pixels (sampled): {non_blue_count}\")\n", "user_prompt": "Delete test cube and render fresh image"}


import bpy
import math
from mathutils import Vector

# The red cube IS visible! So the camera works. The issue was that the old
# renders were cached from the wrong camera position. Let me delete the test cube
# and do a proper render.

# Delete test cube
bpy.data.objects["TestCube"].select_set(True)
bpy.ops.object.delete()

# Make sure render is fresh
scene = bpy.context.scene
scene.render.resolution_x = 1024
scene.render.resolution_y = 1024
scene.cycles.samples = 64
scene.cycles.use_denoising = True
scene.render.filepath = "/tmp/corgi_final_preview.png"

bpy.ops.render.render(write_still=True)
print("Fresh render done")

# Check pixels
img = bpy.data.images.load("/tmp/corgi_final_preview.png")
pixels = list(img.pixels)
w, h = img.size

# Sample grid
for name, fx, fy in [
    ("top-left", 0.25, 0.75), ("top-center", 0.5, 0.75), ("top-right", 0.75, 0.75),
    ("center", 0.5, 0.5),
    ("bot-left", 0.25, 0.25), ("bot-center", 0.5, 0.25), ("bot-right", 0.75, 0.25),
]:
    x = int(w * fx)
    y = int(h * fy)
    idx = (y * w + x) * 4
    r, g, b, a = pixels[idx:idx+4]
    print(f"{name}: R={r:.3f} G={g:.3f} B={b:.3f}")

# Look for any non-blue pixels
non_blue_count = 0
for y in range(0, h, 4):
    for x in range(0, w, 4):
        idx = (y * w + x) * 4
        r, g, b, a = pixels[idx:idx+4]
        # Non-blue if R is high and B is not dominant, or if it's brown/sand colored
        if not (abs(r - g) < 0.05 and abs(g - b) < 0.1 and b > 0.7):
            non_blue_count += 1
            if non_blue_count <= 5:
                print(f"Non-blue at ({x},{y}): R={r:.3f} G={g:.3f} B={b:.3f}")

print(f"\nTotal non-blue pixels (sampled): {non_blue_count}")


Code executed successfully: Fresh render done
top-left: R=0.918 G=0.949 B=0.965
top-center: R=0.918 G=0.945 B=0.961
top-right: R=0.918 G=0.945 B=0.961
center: R=0.886 G=0.933 B=0.949
bot-left: R=0.839 G=0.918 B=0.941
bot-center: R=0.839 G=0.918 B=0.941
bot-right: R=0.882 G=0.941 B=0.961
Non-blue at (4,0): R=0.875 G=0.941 B=0.969
Non-blue at (8,0): R=0.878 G=0.945 B=0.969
Non-blue at (12,0): R=0.878 G=0.945 B=0.969
Non-blue at (16,0): R=0.878 G=0.945 B=0.969
Non-blue at (20,0): R=0.875 G=0.945 B=0.969

Total non-blue pixels (sampled): 30006