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

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

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

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

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

## Harness Instructions

You are operating Blender through the provided tools. 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 launching through the air toward a beach ball, frozen at the funniest possible instant before impact. This is a posed action still, not an animation — one carefully chosen split second in which the dog, ball, sand, and loose beach objects are all caught in motion.

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, with believable joints, fur volume, and weight. No hard-surface seams, mannequin stiffness, or generic dog proportions. The silhouette should break softly around the chest, haunches, tail area, and ear edges.

The action. The corgi has just leapt from the sand and is fully airborne, stretched forward toward a beach ball that is also suspended in the air. Its front paws reach toward the ball but have not quite landed yet, while the hind legs trail behind from the push-off. The spine forms a strong forward arc, ears fold back from momentum, fur lifts slightly in the wind, tongue hangs out, and the expression mixes determination with joyful panic. The body should clearly feel launched rather than floating.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors, with a white pole cap, visible seams, and a small valve nub. It has just bounced upward and is rotating in front of the corgi, slightly above muzzle height. The ball should show believable light vinyl construction, a soft sheen, subtle translucency, and a tiny amount of deformation from its previous bounce rather than appearing as a perfectly rigid sphere.

More things happening. The jump should disturb the whole scene. A burst of sand erupts from the corgi’s takeoff point, with paw-shaped sprays and individual grains catching the sunlight. Paw prints lead toward the launch point. A lightweight beach towel lifts at one corner in the gust, a small plastic bucket has tipped over, and one loose toy or sandal is caught mid-tumble nearby. These secondary actions should support the central leap without cluttering the frame or competing with the dog.

Setting. A bright sandy beach under strong midday sun, with a simple blue sky and softly blurred sea horizon. Crisp shadows sit beneath the airborne dog and ball, helping establish their height above the ground. The environment remains minimal and graphic — a stage for the action rather than the subject.

Composition. Camera low, near corgi eye level, with the dog moving diagonally through the frame toward the floating ball. Keep enough space beneath both subjects to make the jump unmistakable. The corgi and ball should dominate the image, while the sand burst and scattered objects create a clear trail of motion behind them. The moment should make a person smile immediately, before they begin evaluating anatomy or rendering quality.

</task>

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "BLENDER_EEVEE_NEXT" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'CYCLES')

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\apps\console\tmp\corgi_beach_scene.blend@ for writing: No such file or directory

[Tool]
{
  "name": "Scene",
  "object_count": 8,
  "objects": [
    {
      "name": "Endless warm sand stage",
      "type": "MESH",
      "location": [
        0.0,
        -4.8,
        -0.1
      ]
    },
    {
      "name": "Soft blue sea beyond the shore",
      "type": "MESH",
      "location": [
        0.0,
        13.0,
        -0.05
      ]
    },
    {
      "name": "Thin distant foam line",
      "type": "MESH",
      "location": [
        0.0,
        5.02,
        0.01
      ]
    },
    {
      "name": "Low action camera",
      "type": "CAMERA",
      "location": [
        6.0,
        -15.8,
        4.55
      ]
    },
    {
      "name": "Strong midday sun",
      "type": "LIGHT",
      "location": [
        2.0,
        -4.0,
        8.0
      ]
    },
    {
      "name": "Large sky fill",
      "type": "LIGHT",
      "location": [
        1.5,
        -6.5,
        7.0
      ]
    },
    {
      "name": "Warm rear rim",
      "type": "LIGHT",
      "location": [
        -4.5,
        3.5,
        5.0
      ]
    },
    {
      "name": "Face sparkle fill",
      "type": "LIGHT",
      "location": [
        4.0,
        -5.0,
        3.4
      ]
    }
  ],
  "materials_count": 16
}

[Tool] Code executed successfully: CORGI_BUILT 0

[Tool]
{
  "name": "Scene",
  "object_count": 77,
  "objects": [
    {
      "name": "Endless warm sand stage",
      "type": "MESH",
      "location": [
        0.0,
        -4.8,
        -0.1
      ]
    },
    {
      "name": "Soft blue sea beyond the shore",
      "type": "MESH",
      "location": [
        0.0,
        13.0,
        -0.05
      ]
    },
    {
      "name": "Thin distant foam line",
      "type": "MESH",
      "location": [
        0.0,
        5.02,
        0.01
      ]
    },
    {
      "name": "Low action camera",
      "type": "CAMERA",
      "location": [
        6.0,
        -15.8,
        4.55
      ]
    },
    {
      "name": "Strong midday sun",
      "type": "LIGHT",
      "location": [
        2.0,
        -4.0,
        8.0
      ]
    },
    {
      "name": "Large sky fill",
      "type": "LIGHT",
      "location": [
        1.5,
        -6.5,
        7.0
      ]
    },
    {
      "name": "Warm rear rim",
      "type": "LIGHT",
      "location": [
        -4.5,
        3.5,
        5.0
      ]
    },
    {
      "name": "Face sparkle fill",
      "type": "LIGHT",
      "location": [
        4.0,
        -5.0,
        3.4
      ]
    },
    {
      "name": "Corgi long low body",
      "type": "MESH",
      "location": [
        -1.32,
        0.0,
        2.12
      ]
    },
    {
      "name": "Corgi oversized round hindquarters",
      "type": "MESH",
      "location": [
        -2.28,
        0.02,
        2.17
      ]
    }
  ],
  "materials_count": 16
}

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

    Capture a screenshot of the current Blender 3D viewport.

    Parameters:
    - max_size: Maximum size in pixels for the largest dimension (default: 800)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns the screenshot as an Image.

Max Size

User Prompt

get_viewport_screenshotArguments

    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 on two equally important published views: a 2D rendered presentation and an interactive 3D scene exported to GLB. Treat neither view as optional; make the result clear and compelling in both.

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

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

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

## Harness Instructions

You are operating Blender through the provided tools. 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 launching through the air toward a beach ball, frozen at the funniest possible instant before impact. This is a posed action still, not an animation — one carefully chosen split second in which the dog, ball, sand, and loose beach objects are all caught in motion.

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, with believable joints, fur volume, and weight. No hard-surface seams, mannequin stiffness, or generic dog proportions. The silhouette should break softly around the chest, haunches, tail area, and ear edges.

The action. The corgi has just leapt from the sand and is fully airborne, stretched forward toward a beach ball that is also suspended in the air. Its front paws reach toward the ball but have not quite landed yet, while the hind legs trail behind from the push-off. The spine forms a strong forward arc, ears fold back from momentum, fur lifts slightly in the wind, tongue hangs out, and the expression mixes determination with joyful panic. The body should clearly feel launched rather than floating.

The ball. A classic six-panel inflatable beach ball in alternating saturated colors, with a white pole cap, visible seams, and a small valve nub. It has just bounced upward and is rotating in front of the corgi, slightly above muzzle height. The ball should show believable light vinyl construction, a soft sheen, subtle translucency, and a tiny amount of deformation from its previous bounce rather than appearing as a perfectly rigid sphere.

More things happening. The jump should disturb the whole scene. A burst of sand erupts from the corgi’s takeoff point, with paw-shaped sprays and individual grains catching the sunlight. Paw prints lead toward the launch point. A lightweight beach towel lifts at one corner in the gust, a small plastic bucket has tipped over, and one loose toy or sandal is caught mid-tumble nearby. These secondary actions should support the central leap without cluttering the frame or competing with the dog.

Setting. A bright sandy beach under strong midday sun, with a simple blue sky and softly blurred sea horizon. Crisp shadows sit beneath the airborne dog and ball, helping establish their height above the ground. The environment remains minimal and graphic — a stage for the action rather than the subject.

Composition. Camera low, near corgi eye level, with the dog moving diagonally through the frame toward the floating ball. Keep enough space beneath both subjects to make the jump unmistakable. The corgi and ball should dominate the image, while the sand burst and scattered objects create a clear trail of motion behind them. The moment should make a person smile immediately, before they begin evaluating anatomy or rendering quality.

</task>

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "BLENDER_EEVEE_NEXT" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'CYCLES')

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\apps\console\tmp\corgi_beach_scene.blend@ for writing: No such file or directory

[Tool]
{
  "name": "Scene",
  "object_count": 8,
  "objects": [
    {
      "name": "Endless warm sand stage",
      "type": "MESH",
      "location": [
        0.0,
        -4.8,
        -0.1
      ]
    },
    {
      "name": "Soft blue sea beyond the shore",
      "type": "MESH",
      "location": [
        0.0,
        13.0,
        -0.05
      ]
    },
    {
      "name": "Thin distant foam line",
      "type": "MESH",
      "location": [
        0.0,
        5.02,
        0.01
      ]
    },
    {
      "name": "Low action camera",
      "type": "CAMERA",
      "location": [
        6.0,
        -15.8,
        4.55
      ]
    },
    {
      "name": "Strong midday sun",
      "type": "LIGHT",
      "location": [
        2.0,
        -4.0,
        8.0
      ]
    },
    {
      "name": "Large sky fill",
      "type": "LIGHT",
      "location": [
        1.5,
        -6.5,
        7.0
      ]
    },
    {
      "name": "Warm rear rim",
      "type": "LIGHT",
      "location": [
        -4.5,
        3.5,
        5.0
      ]
    },
    {
      "name": "Face sparkle fill",
      "type": "LIGHT",
      "location": [
        4.0,
        -5.0,
        3.4
      ]
    }
  ],
  "materials_count": 16
}

[Tool] Code executed successfully: CORGI_BUILT 0

[Tool]
{
  "name": "Scene",
  "object_count": 77,
  "objects": [
    {
      "name": "Endless warm sand stage",
      "type": "MESH",
      "location": [
        0.0,
        -4.8,
        -0.1
      ]
    },
    {
      "name": "Soft blue sea beyond the shore",
      "type": "MESH",
      "location": [
        0.0,
        13.0,
        -0.05
      ]
    },
    {
      "name": "Thin distant foam line",
      "type": "MESH",
      "location": [
        0.0,
        5.02,
        0.01
      ]
    },
    {
      "name": "Low action camera",
      "type": "CAMERA",
      "location": [
        6.0,
        -15.8,
        4.55
      ]
    },
    {
      "name": "Strong midday sun",
      "type": "LIGHT",
      "location": [
        2.0,
        -4.0,
        8.0
      ]
    },
    {
      "name": "Large sky fill",
      "type": "LIGHT",
      "location": [
        1.5,
        -6.5,
        7.0
      ]
    },
    {
      "name": "Warm rear rim",
      "type": "LIGHT",
      "location": [
        -4.5,
        3.5,
        5.0
      ]
    },
    {
      "name": "Face sparkle fill",
      "type": "LIGHT",
      "location": [
        4.0,
        -5.0,
        3.4
      ]
    },
    {
      "name": "Corgi long low body",
      "type": "MESH",
      "location": [
        -1.32,
        0.0,
        2.12
      ]
    },
    {
      "name": "Corgi oversized round hindquarters",
      "type": "MESH",
      "location": [
        -2.28,
        0.02,
        2.17
      ]
    }
  ],
  "materials_count": 16
}

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Max Size

User Prompt

get_viewport_screenshotArguments

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

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

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

{"id":"gen-1784132563-BBk2O018t1clBYNDyOlx","object":"chat.completion","created":1784132563,"model":"openai/gpt-5.6-luna","provider":"OpenAI","system_fingerprint":null,"service_tier":"default","choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"completed","message":{"role":"assistant","content":null,"refusal":null,"reasoning":"**Creating an inflatable ball design**\n\nI'm thinking about creating a six-panel inflatable ball with alternating saturated colors, a white pole cap, seams, and a valve. To ensure it's visually readable, we could build a sphere base with six wedge panel meshes around it. I wonder if using a UV sphere with materials assigned based on longitude and latitude could work for creating distinct colors. Maybe visible seams can be created using a torus, and I can explore using a procedural shader for the colored patches.**Designing colored sphere panels**\n\nI should use a sphere mesh and assign alternating colors on the triangles or quads by sector, with possibly thin white seams for the material assignment near the boundaries. Making the seams as actual curves or tori could make them visible. It makes sense to create a white sphere base, overlaying slightly scaled colored wedge panels, and adding white seam curves on the surface. A simpler approach could be to create a UV sphere with materials based on six longitude sectors and using white for the narrow boundary sector.","tool_calls":[{"type":"function","index":0,"id":"call_WDnOO20TBOnTfS9XTgls7reT","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy, math, random\\nfrom mathutils import Vector\\nfrom math import radians, sin, cos, pi\\nrandom.seed(22)\\n\\ndef getmat(name, color, rough=0.5, spec=0.3, metallic=0.0):\\n    m=bpy.data.materials.get(name) or bpy.data.materials.new(name)\\n    m.diffuse_color=(*color,1); m.use_nodes=True\\n    bs=m.node_tree.nodes.get('Principled BSDF')\\n    if bs:\\n        bs.inputs['Base Color'].default_value=(*color,1)\\n        bs.inputs['Roughness'].default_value=rough\\n        if 'Metallic' in bs.inputs: bs.inputs['Metallic'].default_value=metallic\\n        if 'Specular IOR Level' in bs.inputs: bs.inputs['Specular IOR Level'].default_value=spec\\n    return m\\n\\ndef uv(name, loc, scale, material, seg=32, rings=18):\\n    bpy.ops.mesh.primitive_uv_sphere_add(segments=seg, ring_count=rings, location=loc)\\n    o=bpy.context.object; o.name=name; o.scale=scale\\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\\n    if material: o.data.materials.append(material)\\n    for p in o.data.polygons: p.use_smooth=True\\n    return o\\n\\ndef ico(name, loc, scale, material, sub=1):\\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=sub, radius=1, location=loc)\\n    o=bpy.context.object; o.name=name; o.scale=scale\\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\\n    if material: o.data.materials.append(material)\\n    for p in o.data.polygons: p.use_smooth=True\\n    return o\\n\\ndef tag(o, role): o['scene_role']=role; return o\\n\\nsand_light=getmat('Sunlit sand grains',(1.0,0.71,0.33),0.72,0.20)\\nsand_dark=getmat('Pawprint shadow sand',(0.42,0.20,0.07),0.95,0.10)\\nsand=getmat('Warm golden beach sand',(0.82,0.57,0.28),0.9,0.18)\\n# Secondary object materials\\nred=getmat('Towel coral red',(0.88,0.12,0.09),0.58,0.3)\\nturq=getmat('Towel turquoise',(0.02,0.58,0.65),0.46,0.35)\\ncream=getmat('Towel cream stripe',(1.0,0.78,0.38),0.62,0.25)\\nbucket_mat=getmat('Bucket sunny aqua',(0.02,0.52,0.70),0.3,0.5)\\nbucket_rim=getmat('Bucket rim highlight',(0.18,0.78,0.84),0.25,0.55)\\nbucket_dark=getmat('Bucket inside shadow',(0.012,0.10,0.15),0.48,0.28)\\nsandal_mat=getmat('Loose sandal orange',(0.95,0.25,0.055),0.42,0.4)\\nsandal_strap=getmat('Loose sandal lemon strap',(1.0,0.76,0.06),0.34,0.45)\\n# Beach ball vinyl materials\\nball_white=getmat('Beach ball seam white',(0.98,0.97,0.88),0.2,0.62)\\nball_blue=getmat('Beach ball saturated blue',(0.035,0.23,0.95),0.18,0.65)\\nball_yellow=getmat('Beach ball saturated yellow',(1.0,0.68,0.025),0.18,0.65)\\nball_coral=getmat('Beach ball saturated coral',(0.94,0.06,0.12),0.18,0.65)\\nball_green=getmat('Beach ball saturated turquoise',(0.015,0.72,0.48),0.18,0.65)\\nball_orange=getmat('Beach ball saturated orange',(1.0,0.29,0.015),0.18,0.65)\\nball_magenta=getmat('Beach ball saturated pink',(0.95,0.05,0.48),0.18,0.65)\\nvalve=getmat('Beach ball valve nub',(0.78,0.79,0.72),0.25,0.58)\\n\\n# Beach ball: UV sphere with six vivid longitudinal panels and thin white seam strips\\nball_loc=Vector((2.35,-0.28,3.18))\\nbpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=26, location=ball_loc)\\nball=bpy.context.object; ball.name='Six panel inflatable beach ball - rotating'; ball.scale=(0.74,0.68,0.72); ball.rotation_euler=(radians(7),radians(-13),radians(18))\\nbpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\\nfor m in (ball_white,ball_blue,ball_yellow,ball_coral,ball_green,ball_orange,ball_magenta): ball.data.materials.append(m)\\n# material slots indices: 0 white, 1..6 colors\\nfor p in ball.data.polygons:\\n    c=p.center\\n    ang=(math.atan2(c.y,c.x)+radians(18))%(2*pi)\\n    sec=int((ang/(2*pi))*6.0)\\n    within=(ang/(2*pi)*6.0)-sec\\n    # 8 degree white seam at each boundary, plus white near the poles for graphic panel convergence\\n    if within<0.10 or (abs(c.z)>0.92 and p.center.length>0.1): p.material_index=0\\n    else: p.material_index=1+(sec%6)\\n    p.use_smooth=True\\nball['scene_role']='hero_ball'; ball['construction']='alternating six longitudinal inflatable panels with white seams'; ball['deformation']='slightly flattened soft vinyl from upward bounce'\\n\\n# Actual raised meridian seams as converted curves, following the ball surface\\ndef seam_curve(name, angle):\\n    cu=bpy.data.curves.new(name+'Curve','CURVE'); cu.dimensions='3D'; cu.resolution_u=2; cu.bevel_depth=0.018; cu.bevel_resolution=3\\n    sp=cu.splines.new('POLY'); n=25; sp.points.add(n-1)\\n    for i in range(n):\\n        lat=-pi/2 + pi*i/(n-1)\\n        # radial line on the slightly deformed ball, slightly proud of surface\\n        x=0.751*cos(lat)*cos(angle); y=0.691*cos(lat)*sin(angle); z=0.731*sin(lat)\\n        sp.points[i].co=(ball_loc.x+x,ball_loc.y+y,ball_loc.z+z,1)\\n    ob=bpy.data.objects.new(name,cu); bpy.context.collection.objects.link(ob); cu.materials.append(ball_white)\\n    ob['scene_role']='ball_seam'; return ob\\nfor i in range(6): seam_curve('Raised white ball seam %02d'%i, radians(18)+i*pi/3)\\n\\ncap=tag(uv('White pole cap on beach ball',(ball_loc.x,ball_loc.y,ball_loc.z+0.675),(0.14,0.13,0.09),ball_white,24,12),'ball_cap')\\n# tiny valve projecting upward\\nbpy.ops.mesh.primitive_cylinder_add(vertices=20, radius=0.035, depth=0.085, location=(ball_loc.x+0.03,ball_loc.y,ball_loc.z+0.765))\\nvalve_ob=bpy.context.object; valve_ob.name='Tiny beach ball valve nub'; valve_ob.data.materials.append(valve); valve_ob['scene_role']='ball_valve'\\nfor p in valve_ob.data.polygons: p.use_smooth=True\\n\\n# Sand takeoff burst: a low puffy spray and ballistic grains behind the dog\\nburst_origin=Vector((-3.25,-0.10,0.10))\\n# soft impact puffs, varied sizes and warm colors\\nfor i in range(9):\\n    ang=2*pi*i/9 + random.uniform(-0.18,0.18); rad=random.uniform(0.18,0.60)\\n    loc=burst_origin+Vector((cos(ang)*rad, sin(ang)*rad*0.75, random.uniform(0.08,0.30)))\\n    sc=(random.uniform(0.18,0.34),random.uniform(0.11,0.22),random.uniform(0.10,0.25))\\n    tag(ico('Takeoff sand puff %02d'%i,loc,sc,sand_light,2),'sand_burst')\\n# flying grain trajectories mainly backward/upward and sideways\\nfor i in range(36):\\n    t=random.uniform(0.18,1.0)\\n    x=burst_origin.x - random.uniform(0.05,1.25)*t + random.uniform(-0.12,0.12)\\n    y=burst_origin.y + random.uniform(-0.8,0.8)*t\\n    z=burst_origin.z + 0.20 + 1.18*t - 0.62*t*t + random.uniform(-0.10,0.10)\\n    r=random.uniform(0.025,0.075)\\n    tag(ico('Individual airborne sand grain %02d'%i,(x,y,z),(r,r*random.uniform(.6,1.2),r*random.uniform(.65,1.45)),sand_light if i%4 else sand_dark,1),'sand_grain')\\n# two distinct paw-shaped sand sprays, each with a central pad and toe streaks\\nfor k,ox in enumerate((-0.32,0.18)):\\n    cx=burst_origin.x+ox; cy=burst_origin.y-0.04*k\\n    tag(uv('Sand spray paw pad %02d'%k,(cx,cy,0.22),(0.28,0.17,0.075),sand_light,24,12),'sand_paw_spray')\\n    for j,dy in enumerate((-0.18,0,0.18)):\\n        tag(uv('Sand spray toe %02d_%02d'%(k,j),(cx+0.19+0.08*j,cy+dy,0.23+0.04*j),(0.12,0.07,0.055),sand_light,18,10),'sand_paw_spray')\\n\\n# Paw prints leading toward launch point: dark recessed graphic ovals with three toe dots each\\nfor k in range(5):\\n    x=-5.9 + k*0.57; y=-0.98 + k*0.19\\n    pad=tag(uv('Paw print %02d pad'%k,(x,y,0.018),(0.28,0.19,0.018),sand_dark,24,10),'paw_print')\\n    # toe marks slightly forward (+x)\\n    for j,dy in enumerate((-0.16,0,0.16)):\\n        toe=tag(uv('Paw print %02d toe %02d'%(k,j),(x+0.25,y+dy,0.020),(0.095,0.065,0.018),sand_dark,18,8),'paw_print')\\n\\nprint('BALL_SAND_READY', len(bpy.data.objects))\",\"user_prompt\":\"Add the colorful six-panel beach ball, realistic raised seams and valve, plus sand burst and paw-print trail.\"}"}}],"reasoning_details":[{"type":"reasoning.summary","summary":"**Creating an inflatable ball design**\n\nI'm thinking about creating a six-panel inflatable ball with alternating saturated colors, a white pole cap, seams, and a valve. To ensure it's visually readable, we could build a sphere base with six wedge panel meshes around it. I wonder if using a UV sphere with materials assigned based on longitude and latitude could work for creating distinct colors. Maybe visible seams can be created using a torus, and I can explore using a procedural shader for the colored patches.**Designing colored sphere panels**\n\nI should use a sphere mesh and assign alternating colors on the triangles or quads by sector, with possibly thin white seams for the material assignment near the boundaries. Making the seams as actual curves or tori could make them visible. It makes sense to create a white sphere base, overlaying slightly scaled colored wedge panels, and adding white seam curves on the surface. A simpler approach could be to create a UV sphere with materials based on six longitude sectors and using white for the narrow boundary sector.","format":"openai-responses-v1","index":0},{"type":"reasoning.encrypted","data":"gAAAAABqV7Pb-lvYnPuM3KnNALnXsFGrE0J3zBpMaEtNXyao9U5lKdzzmsoG5-pxeaWhnnZF0SzYqC9FJ8H-3TCZhfHStSMC9yHTYfrj8MEFrgQJLj1X1-HngJ7219o7zaE__beoiL2l3VqbbCf1VMFd2IwOd8yIr6qzfgwGaY97ML-nV9-mHPgefdk3UK4E196PhD87gbu6tSfgRHhBBbZbX8ByaAd_scE_o3CQHUSyRmP9bTkiO6cieZWxuwZma-5ORzq7IAHf7iY8ZF6q7sacqcVYsEKL_CHveTWY2sU5tBJeX2bR7bb3BYejE4l7k-m1islCdDNZwchjKimhGabzHgJ4twJAIMlk6xcxVZ7QawjxML0OdgLDfcvhWARWJrdiAONMhqFfvK-PLekkhUKv7VS3aS7IbKBoqHr4Dq5tg1RQNg2igOw1Gt8gWs5bD1T3n8CySf_WnL4W53l_mnCzOavuswNF1KFt5RdP_atRMgAJdea1fNRVGhoZbPjUprMVerfxBtzUN-muvq1pCJq6yB_1j9ZULMljynOI02f-N_rDMzRVclIxcpg-3NaQx7s4D3Oa7gv-EDPqrIrtS7NcS1IIHPpIItclsR3s05FaV-LKgAub5VkY3d2dFclD3wlbyQEraX7tmWnkMluh2wdvW3Ahm1r_YZDJ-QVAx7g1EXklDoqDQOTWUl4d3bPVNiWFXRL9S9dAA47sWek6Y831QVmBeuwF5XYnKvIq78N0ckdLB8ssHx9w1JngsxZwH1v91ttO7znKTp4dGFtgtXHKMpdDZ8eyh8fq_MFkTz1AZDljiyVHz4SDAUG957FKORfhweOi6fZowflVvPCw-0WfqJIFjx0chN_-Kqp_cCdZ15xvpugLbhEpClrksdPlH8NnfLJFKbT_sVMqEDuZzv8R30BVZHye8RRBK-LpdygNZZvasqtEfrisyiI4Y_gaDmwhmbkZYoD2flu6w1iFOB8ClEcJvOH9roX3kAa-MHfYM75G-w2zMMNTgZ9crxjrKNiQuzXLBr4YGkcXd448_nPh3qeVPCs4H5Ip1ul41YKvqqCIG513yb1Pkzm6kSGCH8eEVOII5z4PKw19YoxcW-4hSOtfj4x4NrfjK-QxVFFrJxNpSKWaAY-xo5oWNdd1Xkih88RYSJQ5iNSSdFSXnZboI2S9BASAQBWGdvB5owfv7oVRgPw7LlbUgntSN8s5chEojSjf0ZKlOv8kJWdLfhZP1U76Pwyj81kYzG7Kq88KJy3Z30QHFlkWFABtpQc3in7yS2DJXoFdwLIsxchPb_3KkCmOLF9NcNYbJ6Rh8vhjTbMtWP3taXp56jjwiMxWUHR_VMfn3PZZmMvib1AaAcs-aA41LY7J27TVbt9LtUcwigaITzboQD5Cv8MreGGwyHdkOpd8e1rUEvwGFUI6kkGWsvluLRamYN9etyEQzp0Lds-hd5Kvk8oya-qkfZw-qCauUH_TKBcHUGWkQartvpdTCyCEak4S6kTgGv9nCx_rBK4F2--p7zKsscGtt53nVf_bo3M_AmbanAA_I7s_zqpO5Fou9TQGqYWBB0yI5U0tX2PAaDoZwGcBjj2J4fKMX1q9oxzYPXVbSquWi5YvVIhWm6L2Pab8dNvwedqVtV0vWD4hTylwsCkhI77ouDscupI_977sjInWbhbMIKNTpxaMQ8V3to_YFNb_VohQmLNr6WXiZLkLPnj6tByNuCgxKDS5D_WsZ8yFzUaK9h5NYqnj9yTAsilPSAnC8fdZ7I_6Gk7TtD6Z0hC5R1IMfI05m_n6NMEnQVjyX5MRxvO2HiEZi3_TiH3EgAN-XrQzPu4c-yedrYD-PLveIkGu65jMRRTxw1-zIS-fgHl3L46pRU01GrpU91JrxokLbQBkPYptEWNboE37pmOgZljz2QynGFCPI25TWSYuS_p3ocvcHfvkPHQz4ut1b1SRkeECw-5Aiwfl4M1Kh6c2dkDKb4o5Bwy8G_NeORSNUBnR844PIXf7lW2Bf9QYeb9YyKRAhG8ivZAOUFqua1zr5cOvqJfJ2H67pimirryGVa9zbMz-SGv2fla0wuHWZRcH8pEk3598sPfan9cQ-JIGadm0JzoMHpKhKcFvfD5rTtsnS1fiZFSjRSnz3dvLAsz6EdOPDb08XlD1PAWVNWbgMDRQDihbKe3ZZqHNyRssOQ1NZ4qNB7rO2DT0jlHJ5jVOFXbbhEETVLAlTF_Zv1Vvbh-umlHF78u0umWT6p4BuK5t5a3G5jeJ3ctpOoA7x9uZVZtvsWJHBCrokNlDcTSs4lNUvQnHLYzhY2XYjLX-wvcRbBgSFsP8LLhPrneGqgyzg0KBxiGZJ2ufrABwN4YyLHWXgX3CHt9-WdpFnI1uFX5QjU_XCYDkVIf1q_pCyk43_CoENIO-mupsGX7xGZ24HMVvECpqaD_0xV3goaUMVE_CVo6QCKdyqzVTjSdI2WKWk2vjcvcDt4TVk4piVbhMo7TaXLjtcaDgjDecyy-QpReabmBYJ_kpShxCyFZiUfLSatZVlHDg_-ZXxs_xkmrSnGW9EnKYLd_L26UDiEqEqi95sTlT9LojV8J5hdDXH0q9QuPAxFa0RSxnC1_keZCBe-ZDFbSOQbKKnDW7tAMJ0WRM38Poxr5AaTmj7Dx3kWB52jnf1lJ6ktRK4j51jMJZDOmWIEZ-I4YoLidEfGA5Y47ZpelCZ9mb8LIAmxJtfqpG50vcXMx1uuIQVqIaGTq7SlSG7MJ70cBWbP6jcKJgLCC3hc1XI68PU4FH_ptkWknB-mlOI7pytyv6XS9lktGmGEwUEYBePLbys6CN_27w-BFrQT0FaQ73P1eZgX2GAkTogTVXso78JW-rRO-cgRyZOcymqyzuNOLhHR9z0AqLReyVHRBeciWm7_LYnfTJz4suR_9q-1KwpL1sdKiGn3530t9tsSqAJoXw_Hxlk-BFb7CtL4mMt6Gx3A1xU_UFme2x1tHd3d4XdfCwDgsmF8sNRwtmOp_8mkrPqjRhJF9OoWITNKIk-sWNTk9Dq2RJ4_gAoGpGSh57mztH_1GR9IYd2oxk9dSYp4WAJlDE51Glzo3weedPgjP5V25uJYKhbI5yp7YXQumOSoI2kpLxyoeUy1qIWRs5NaOySOc1m9AZyzfTciFe3LvjjXjif8idYmecZTF6kuBbp5fdpDuOGTeT0SFMinAjK--CaeOEib9mnUSFnGbXb7ZgHood5-Jlk1IUaNmdVzAtzXY691ryr0xTSJKmtYCSjtm3bVuvXHaY5-ZLe5fkYRVgv3298bUDN6-DVWSbgXVdZNSyiApdv08MsLPehW_YjBkLuYRQ5Jnpb-xLh5kexYDyNVv9uD8W6Hm-vw-h7ddkUFoWZ5F14qjoVLTrBffprjMMsIXBMoBfmolQlSqk2_y7TeXd4d0IY13DSv8rLHEfAcI6bcLDhztJba8R8H4QjZ9OwTZg9Ah3OD5UJ2equ8m_SZrF9f4ro8liCjha1aXz2P7mbebbon-xruIYJlSMhONHRTa4ImWp27cBTXnVZyi63YfBQg2824YUTzJwle4FAuiO8J3eFluufMSL9PgjzOOWFWmrxu5zl0lj3zcgnzSgzpzWkxDTi0QjEQC_QoY320IxDxpH6UR-4Do10_LS67avbAa124eZ3ihuxm1ePl1V8INJdgS4paWcj7MEUpdy1pldAEBXzWPVEP8lFRByCU0biQU9hgiawyEpfAfqUjEJoB4FE4mqYpeUba5gxnRUaQYY1CZfp9iNendlSR2rQ3LZv_gC_0tZI9uvriLKKRYgBGe6-cAXl3Psk_iZEAFiOLAkkmH_1hv_fWRUGxKBgxE68rZo66cTfAhYTOulIq9PTx4TXTFK0k1jHCe2IKvdxPCPge7chd8RFQnoay5YDfFa2DD9Xh4o_GyrdIMu-WR8o0ttDYTbSE0f1FVJMll3icqNisVo-T9erPP1e6DKhk5-gcB46ashj3pnnuJo-XJbCSiRB_0eQmSehe3DuzymeFm7-ZzODZa0WLX0pIR_4i3xPLjGeqPA0ERKze0Q6DMznajoBQ2H6cQXk-p7HsSEXpltDv6R62j_bJNJ9RvtDZJ6GqCpz7Zt-YYaR3QiYg8yYd9h3_G6sSUP29eL1bfi0XijTF0n0jMJ7qgx5b-Z0bU-UTsvSlEhpJTTckUHvihXiMOxpLwNUQ==","format":"openai-responses-v1","id":"rs_00fb040705506df3016a57b3d419bc8194a3e757c75b374b76","index":1},{"type":"reasoning.summary","summary":"**Designing 3D Scene Elements**\n\nI'm thinking about creating a six-panel structure based on polygon material that will have boundaries every 60 degrees with alternating saturated colors. This needs to be visible from the camera angle. I’ll place a UV sphere at specific coordinates, possibly slightly deformed. I want to position a ball and modify the dog’s muzzle and paws for scale. Adjusting the camera might also be necessary to ensure the dog and ball stand out in the scene.**Fine-Tuning Camera Settings**\n\nI'm figuring out that the field of view (FOV) is 38 degrees, which results in a horizontal width of 11 at a distance of 16. This gives me an x-range of around -5 to 6, which seems sufficient. The vertical space is around 11, and while the dog might look small in the render, that should be fine. I have to ensure the ground extends from -14.3 to +4.7 and that the camera captures the backdrop too. I'll work on the code step by step and define materials, focusing on keeping the project organized without lengthy code time.**Creating Beach Ball Mesh**\n\nI'm thinking about building a beach ball mesh using a UV sphere and assigning materials to it. To make it look right, I need to create panel seams as well. I’ll design a function called `create_panel_ball`. In this function, I’ll use the command `bpy.ops.mesh.primitive_uv_sphere_add` with parameters such as segments set to 48 and the ring count at 24. This should give me a nicely detailed structure for the beach ball!","format":"openai-responses-v1","index":2},{"type":"reasoning.encrypted","data":"gAAAAABqV7PgYGCuaoW10kAPX-GQEEiNGUDykNzA1BFE924nuZsNCasXbBDrm5AXrhdfB_Fee_WYdvjNCWf_7hng1D4h4dwdybVv6lqtj_QhjZSVUghLwSOI8YVladiBNbopzFELSLSPOXhA4hYCJcV0emknalfW0n6i5D_52MjGP3nfSz1c9MQwbCUrDnSqP_jPOz7im1_nO5s9E2Whd5PRapdsi73S0-VB5vrJRQsfGkZ02drYspEX5UEuFw7mBpODEbGxfaz5DPQ0BweREtA0RKkUHXaPY-FaYfayFpZylpAoD1IgGH82DSus1N-CAS8OpuCkLsH8F6aiVWwA1VbVcaIEAr7GECAzsuSR2RTVX4hFe8pOJP4mH7CL8OxQH9ALazSezzeG7QrIGGEtQxt_yTLqpg9M5kaOqDsBjOdDaNvh9glp_6vR_nYhLzKtIR6PzIerAZW1bJ7tUrGw1THnHmmF6zcKfGgC6inPu6LVc5RaFr2ytKCsfn1_fSFCLOZU8D4_44tcOSwyALEg0OhQEF7S7HdZ6aq9zuMRcTwCMNumlDWDaeD_ZOsRnb7TvJwyrdUiENwrah5mZaRK7ONi2kn_oIOjluM4Rw-iHEQpaeXOZwtUo6kJ-LCK8LUic0jyXM2nCu2N6MOSazAz3dSF954bNe8Tced8SrZBrRtDIgp2TmwV_oeCFQPIXuh66_v9lqiy6-1c8qjAbiobPRfZF4PgL_mfkP16b50z-E5em6bUHaqzWyOHj-45aKSfSrAWTwk3ar94Up_hFihV0LTLgjYZhm5D5XPOS95MTO1D0DQklwsiT-8ZzR1JMtZal-dHJqTQ-wM6LbKiwbySys1g2wHQzKMjqof6XLqAu6RLWYoaZpkJsitTFYB5yK00t4HHVZSSKhD4llnGWtzZvlggcy9woENPwSTLzYOo-zakQwPDcOpGL-bW0J_Yq3n3ZBWQelVEaLqW1j9Ct0DLM33jy8BPxvrXE4WDyAN8QMcfo0odoDWA8mZaVL1z8Tq5V-5FHH45_11gURIMyq0iL2Auweemn6JEDKAo7t9M8NRq9fkYmI0CBFUArdLNIvDHRptAkdDxl6-yQkQoNpqSBPcWjhkEe8-2Sf5UQzFzZQ3Lec2hpMo5pURtvkyE8Z3lNqDCgBAprFmEfMmDYAn4YNUPDq09IA7Xuy8k4NLzZQttylTITJmiyhy1imTT8bVbKDpWxYVm3RQrp1uROXcG_q8SIZHLrjTjqiq8HD_olpGNm9uOCt40oq4QayiU5rEb59vb5NFybLUlANnYcqEJY3boELOyvgrXoCWNnGqJE5UbGACfj-gM_QwYRxxVltiUqE5GUYFKBAKw-K-h-A3AMAqvNzNkapl-cX8F08x3nBzgg-M2WVUvCdhBxpP-qilcYPAjWcijLvQSxrhm02B0jB28jILpnzibwyj5KRJCdANCnpC-VdSPd6kG9YhZDpj3ZFeWVAehpwg1OaPuwl2yyV8JxcgrOXErkGM_534tsph0OJ308UHmu9KjLaGL2-Puk7UEuvNcVpED4UlLplmG4sZMPtlJ8cJYGSh4Zrsl4IEpuQTu3D2v6mrxI2dYEbxj3s2XVTjl5lZ2DCbATEgyPWAIq_OGFQntIwvpEgUzLMtarDFLgzpuxUJ00YfkWRLUlTJ7i_YDZ3Dhe8D2tww-VHJEEJfEwIKDcKI0LXOlc_EYm-AgR2ttbCC85YA--8W_TwCNqKjuv8JI_P8MivYzT08k9DAQZJg1f7UoyZ9H-l1_k-AzXhk4kOlcbZhORalyNXlYeRs2APbG-ujoo9JivsL8WuB4NGScIXGsmS0snNQPKKL69fkvqswDSx-EK96DDHtmm2pFKR-K60ivDikBiKda1Gwnck18vIjWEX6OCvsGW5_uvS4ccG9D_AfduGif_ehqZHXpqTengcRO2KuTUVDD21hpMsxnKjhVdleH0a1PI9PIrUK4HZzy2NxRI8rJA9dv67nFqWjH9LGLmaU4poBrnOtw0-0lMZRGPHuNmCuFnsWIS-mH8N3Pg5xQl4kNZCGP_vs98YWqqQ9OChBRKIycKUwHYpv9y3bBEzO0jykyGAhdJ2bTHXLvDGRFEVk-hfrcZoCjq95q2GPrAWlBW0qOFwip9NnaIc6FfbFfSXi1j6OoTK28qWxdTnaUCDrXHmMI9m26Y-kjcHaGeBMHoWGvkWNFdt28xUFnixybrxbjnu8AiuuCe-hP5wU_QjDSlF4e9vXBJK8iRkMW-LUXQY8UhcaTQYZmRTvydswc6c9Q7q1M1TAQ1CtLv-r4sRzV1x3AZ5uECT_e4a7FXMhWW5tD7jAS-Gthy9iZKUGW51qPE8I7kqP3mBnCQQAYOQ1Utj4qQa-eqbEFJvzeOuvR3Yf-Q56hB8yWdI1mJuKVLMYOXqj28VbO-Lq_SKsquCBA960GOQwpGL5swaj8pP-n1_ruLwv8ThM3wq3LPPFtcW6TX2tmJN7v4zFeqL9hbNqOCrq6ntck4qGIvEVmvuOCgULYGkQ12ckU4MjaZ9hcqmvUNzQW7W7B_JIgbtBzM5fNX4DnSAJ04gxbUEr71XZjF7TKMX7LLySukakyzg9kLKooqR3FPloSSjlmBhkps4uM_exp1njDzk4xRCp-qsA9zLrGpS2lA-yjY74ZNakHQQidg1YKfnYInYaBpLTe1cxaJcV7_3_C-43aOvIEq3KjNUIs4QzuEG_jFi5KTI2YDkx-LWtgZah3Vb5AtdOp9rDrWAVaqlV4CtfYrE8g88QoLQg15Dt6nTJEL30O4_YV5q_g_m-SDNZJ6e_mKNtOByRP_tXz0u93xTfRaUkEStOIl1qP3EA_Wxq88PDbbRAP1ryY_LT6FAYCRS_cI7hC-l7Rml6P8ODWUBj8hAntTSlng3ytoq-Sffj9p1Mb3B_JAMISg_AoOU9nMIWkQZfWLfvejzLIOf0qhKNR-RHX2ndQYZHRTqQ-IkemcWOm-yRF6Pb2_BpNtX6RTDI-gP3WIEBad4RSuSSume69Lz8KLDi8hjmLSD-4WBetDH6MKozLQUoZXu4M98Z0E5TlVepyiOsBdpKY4fGa6qSJDAzicV7KeLcbXT7SK4w83ZaoaEFIjsja3XAhbNqb7kB5R7wt0tZMTdUOQ7WrpwyefKZA83YMYsQwWJ2cC2jMhhoCtMkd0PwWUv1myjlf5Qfx3fkh4zzESrP6C0e5zY0Xx3Yt5XxUN_WXHlJqyG2jqDBPDWLXwhKiS4CKdhUubQ441_AQ7L-PhjdbIalkjA6d_5WkBFUcv2rM6imfTf0YW7QrCHBQBK_nY-v1qGg45eZnGL7NDsbEWmFSuU2jj0SThuXN2ba7D5fFAPqf12P3SivFJOACBgLRAseYS7XDs-QjSpkDamWYb7DzbeutnGY0egKbuKSgxLS7naYIu0X7hnd-jTO8MkaglhS2QduzXMCM7YUM7QOnG4VK3GDGUCURQdP1nH45jSnFAYtng73iCzgi5J2JTavMO2bA76kBHQw=","format":"openai-responses-v1","id":"rs_00fb040705506df3016a57b3db0f6c8194a551e0f7a20ff51b","index":3},{"type":"reasoning.summary","summary":"**Determining panel layout**\n\nI’m figuring out how to transform the center for some panels on a sphere. To determine longitude, I’ll use a formula with rotation. I think six sectors for the panels make sense, with seams running from north to south since the camera views from the negative y-axis. A white cap at the top could work, plus I want to add a white disc or sphere there. I need to make the seams visible, using various colors for the sectors.**Creating the white cap**\n\nI need to create a white cap sphere at a specific coordinate, scaling it down a bit. I might add a valve nub at the top, which could be a small cylinder oriented along the z-axis. For seams, I want to create white curves from pole to pole along the longitude boundaries. This involves using a polyline with points along the circumference, so I have to ensure that these curves are correctly supported for export, as they might be tricky.**Exploring mesh options**\n\nI’m considering using mesh tubes for the project. I can convert curves to mesh afterwards, especially since there are only six simple designs. I’ll use a specific command to convert these curves, and there might be some transformations involved. Creating skinny 8-segment cylinders that are oriented along the small facets could work well. I can also apply a seam on the spherical surface while ensuring good rendering quality with adequate bevel depth and 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HVOaJTYlwyGEm_GNs_XfunW8DUQTuTkFeB0zDPUd0614ZOMdi9wsq70bGPq4Ri_32CpB6Avj2_BUj4YNNshkOoS5xBa8JbOPdcpq7O7hXs_BxnsvkkoZ5H-14HK4xYFa6md-EZ9ws_l05MP222jg9U9KreWHpXu1gSUD9cSwet9Kba9FmkEv3l2yXuWdGjvOFg7uUETaPwoHv4-DxV6DLVMQ4yj6hueq83rMhMfWWpS9xz5M7-Yjr3aa2UF_W0nAqEynoyQ_CHOM4OtAxeBX1bdq9yVG_k-qYRu1m-lPmeUoC7Wi9lm8X68wrW0l90RJvZLMhfNb4vZnuqrX5TAMZ7OtXXf9w4NFox_4IWDXaYalwrzgfzX5fwTs8ukmXvy-uTyUL3-btU2Xwbg779wsIspA5Ze8mR1hlM5p5d4yFHMN1da6D-TtPgOJtdR2rZmHCbmF0VBtvGgis1A_NtWymgMYWyEW6t-LamFlRHidPmgX_gjIZvnBLfh-oe6hsmt-q04SvXdSGKIFnT9jr40qXFT4DaB1Ikc2Ps10tRCJsh5lj-qlb1ZQjT3QzfPZspagm96u88ZfqIwYe0eTpgF5j-CF0fJ4f5YAwmFRMGkt8ws2La-PlqT9WLHSOny-MEM_UVqHeqocjXDe7pCbegDqfEAZazJlCjDeEwWtXVowTl1UxWHWMjAatg7bRvOsYGtL6-4xggaZeTgEc_GsSUhIyl4fUqcMW9eq3AmfAC6IQs4zHjDQcXbhewfVKF7DGDZgzsoDC1eQtMAJxlmxEq19-H6h7MUjUCHjTbosepopw9kOTFrrGJe9fyXF4RoVYBbDC0WvAFoae3b9eeQrpySI9eLcbqidrh5J0fL5veB4Q9Js6dD0_TXeJoK5PMGsTWUVgvMkDVIE_4LQcCV-CJmKn2yFEmdcNnG-UNOXnAiBwf8a0WgAdvaz0_j8ZY36swktDG0X9VYJ6cJ505Ulzq8oIZR_uzPDBQsHS2iCUp9V4ow52sAY-Z_mf3x40pd7pcWZEF0U_d0e2sjsiAat58H2KVmiSqnoAyK5u4tOKM8QQqjkrrS4dYlIiBGzQW1V4KjIa-UpMCclCkdKWMIdzAPOVEjbsrvwFVdqOLLpIEIKpqfja_tUOcdrBgD5IoyifnQjdq5Onq0HYe7MGnwp9CEjjquOqKwcKH0YQI6syGpF-T-QcpkkSscYNIoTfQksC1l5aFaNG3B9yF-iUkTUA1KGSVMfnTRjfT_JNm_fmuvmehJ6sJhCkdm0U7mzf83uzRhorZMgzFHlfk0MBqIAQOs9iDvRZTYwxflrcCwkCGAucMPwj-19kbTM99w1iJbjHZ9zIrSaXQrxWyR4-yqZP2i8uTuhqKIyeZNXF6L1h5drVMxFDUC6cOnpqu0RV7Ak_TDjHcOz8G29TX6FBv2KNS7A0MuyO5nMWradcQ2e0w_mzN7f-L9Irdz6vMgcx6xWcBdrDud-3Oh99L1jm_AscdhAISGIvtkQrk6U8EKwKZvwYLJXjBxjj9Ds9MIkyz6WBfo80TXnad6yd1aYq5xcf6fG4U4CEB6T7NtV6L6uimji8SuW0EJnQ7veo-3xRjAt4uM56qZ9x6pcET5aw75s6Je5wMamMq8Qs7Zkb_VLUz4tZKGrQfdicPkEnkcdEEDJwrK-0UPAWhhe2VdXmPMJMWyXWLm4IedEWhgrdIVPvD0T38ewo3Ap9QnBiGPzZHq5WXmLPPMkca9XtDuBT9we8ljxLnJc1h3vr1oKV-v7h1nKHttpMOPbU4l-7F41oYucFi1ktAV-0dfCFL2YCh3v04pF1RMprQg5kCSxuZB8LHe-lm4Muw4u3_3V7B0_hgG1SiGdHG_OhgGVfCfAPvMNBV_iJ2pRvJJpmAXNo83_NcJ07CtQqfeEFbNozO5_FMLJW2F23ofzkrvMUgBgRtXicCLdRFXXSLibTph44PSnTE4UowsNieaSRG-ZQEEiqq3tJ1r-BL1lLOYhRuZNnSnvuZxlBAQD7RfymgobNlFh4TOLqr-GTCxSY7wWzZ9_4JV-z9857LUQU2NAmRIwBbZHOLO1zGCT9SabgFDT28EWGL9ZguivQaDINWOLzRmxktVVRwy-sk7UusfARfHnaDVKtaQmeTJAUdYVVg7OMkFiu7Ya0cjU8b6mqB1zahWt4yOFBUIuKnq_FDRqxnHAj1yB-Y5McIvcRjHxCaL3_PYkrw2ekLYIxGg9KY6VdtkjOMeSY4bkRQncGATZ4cwsR8dbEb-4RA6tpqHw-vzzReKD-ZfNO3nSTHy7El-sd-HF4cNojEOQCe450RIo00el_hICYQ46teftNlGsqQ_YPWCu0mkSICAzXuWxMU0oRrlMpW6gzjcSZDbskVh-4pWNZCbhGTvXccnMBvOHbNOrbSaRwT6l5aDCKdjc-Iq4bah-lHE-HcG47GZH38is239Xl45T-Qbx7sIphxgt5hN4ijup5fH80gU8xXC8-YyplUJF9z-CtumOd1s4=gAAAAABqV7PoXKOm7QYktLi0G4QdpZ1aISUnHe6cIEE9yHzsMNVztsqk6ahDDJhYArZXzTMLtKJsROcTa4EdDQ9X5LRw00pbI0vPwWJ_K-nolH5ugqKuwFf2FxiZIthVsMuCMV3QM9DDHQLlwRE8_V5Aseiwjlre2MFvUHchzaUhjy3HIqF9ngZTcy74xyfv1Jq5NuYSkSEIpiSCbPLUPg5WyukZqZONTnS_bL_oVvd82UesklZN03NO6gVNx1E-tyXZVg5iDRv-ZLqxq75hK-VExOebi3y5tjVdH56tQYA3KOlGF87lvNi1bBXo-LIHwLnNG9Z9t0uKWAq3RtTxhw8dfzKEPKUMl_mVmdyqNPSjSIGTmAOvokmXfbBZlXDBR56yqcX7MzBarEIkLjAb9UQWtG68hkiv9PRq2Nc3jJjYAlH6_uClcz8htlH2IB_Xu_ZBOqkEt9b9IIgFYKBkxgBHBBBqVmGOeFbaForTgY74GEaXOD8vwOIKjsMmK9IzeoUdUqjdOIKpyOYiRjxDhybOLxfT050Uex_XhLE0A3LVGRexiE7GFNx3_qim0AU3CZNLt0lCS41g__eUfi-oxFSgXnrLG1iMy6O9CaoxcsITKMTYoemWBPgttUJlO2zwc8JCTtQPy8g9X36FmIVPqbe4pcXfzXZA99k4Wp8gBhn1keqL3pq9PHlxfmqmI7rTlpiHocNExoiQLM7YRWwP2u4dQVL3CylZ2H6e_idOUj5aDM-KhmEPgyyhKCC-HvZWfuD9RWu1ZW9xdN34rUaPjGYrpxzWIAagNm7rE4hBO_cUFFETLMj8a-MxNtSWuyJGCvl1ZvlBNdkkMbpPOt8p7gq-qN8MO8_AqSTmw0AK0NaulsbV46l-t7u9dq4Paflapy9AerREFZJhQSpSovYfXPotrhX-R209zEMba8NthgYtFTOcNG2mCpRqjcaX6LW9j92YLOIvRNSi--5j8HllMyBrIVO8zukhfH4KGe5AfhFBcFiYomx6gDc1c6uRh7wQV-F00GporiOKcHMEVXYa09nz6ek1c1sLEsHGXMGTMzwEhJ65cp5UjKeNekAAL4EVA6KuUtsz91UZ7mEHDodtF6X-wNFiYQmmZvPvGKIs2fiUYcrZCX6HtpGoniKqvS-XbcJ0BiZGRQBLcRSX9Pbbrmwu2JfcoKNGJDMEC52jQDfm9p-hb2KqMRnxy0dlo_wM6FN4Sg88u3Iq9k3g93HhnKt35KHZ4_T1AK1N4-O-XUM02bDNpzHvwcRbf2BsXoawgoPcJIGvPaCb45bbLZJzTN92cSMQxiOJUIyHEW_ujeLHMq0fGxIa_pLLtAJBMGmBBk9oiuTubinGcHL7NU4TVoPO4NrwYL65OWui-oyNz-NzBaT7Cb7rJKD_nEJxQ1Epb4u7hqoqE56zFoEczZGRFMsvCOnm6yz1a3cOX6nxTjnJ1ICoHozWRlHApyTk7Nsg06oO1wBDC9FTyTEseuzJNxBMLjpQpc8HLiXQ-g_UvYbkJIIF_5KiywMW1o8oJhTarApDOsP505i7kVo9ktjKJRWPY001HqwjRWagFUpGCNLgBqCmtZkuHOda-UAMEVyfydXy5naz8SFyNOjTDJRb3RtSRPSuJIHjTi38sCRRXk1kKUSp_1MT2CtZckOgXh5us96JrQpTAm5jRsC72ZE8-Ip3nzkgGYmUOB6K_kQKhcKZdg0e7xOIUQkWtO330RnoKzv-9USNh2UA1rzobumPk8cUiSjC_4UPvy1jxoZ-Wi87Cb9x3IkTgUs4MWd_SKgVlpqzzx1kl0PvvA8UGQCHNqsCBnXxX3lUtpI7r6QKFdAryYDz20LQXKLZTIY0FNxctEA3pzH6iYgKBquIvwl3tv7_i1pmUVt5E1xexV9eUPLiQuT3jZI2_RnQ2JMk9PdUhalfEAaC8woK0vZ3IFSLfqkGVzfJJaIJO9ZRQdwRpEotWBW_gjGmMS8MpA8Yya3g4hoLtdK2gPgXAszD5-C6Atawp9WjDwYBbXb8gcSkL2xpDLjwzbxb-NdwoNoygq92ot9gJegTZac7xZjgJTjTxsQ63CcPNqAmKKgDjQyjmpzCpJaQwk-Q6izmZcP0fRKM_HktJeX4DhRj_vbn80w_jz8o4j1I0gDJoFxYSCXMHcDgjjwTgymoRE2yj_Z8ZeGl6Vxi0IQ-wuxVPpGvoGEr7hosHKuBoD2eRt4auAQgklaFFFBs_ve0weTOlBr14CSjC4gxb8r6Mx-k_MGE_i4Et82qZ8NHGrMzQjb6nfM4Emv3PgLGdE1W4856c9_PBx689yYpHrQGSTqCg-U2jbGXffAaaMrpuxJ8T-CVRZynEARX0eNMEEWbiufZj1LXx97z8cf0ackU-u7bVd3B69h6osi33WLkl6FTVaSBagw7usD4-xQt1_ZbJHDysWP1zC5NGBbioaZOHPnSRe4bJ34mVti4ujOQ-hxm_j9-vAx7ky_k9xD5FmPsxzRy84XlSnIdSbX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import bpy, math, random
from mathutils import Vector
from math import radians, sin, cos, pi
random.seed(22)

def getmat(name, color, rough=0.5, spec=0.3, metallic=0.0):
    m=bpy.data.materials.get(name) or bpy.data.materials.new(name)
    m.diffuse_color=(*color,1); m.use_nodes=True
    bs=m.node_tree.nodes.get('Principled BSDF')
    if bs:
        bs.inputs['Base Color'].default_value=(*color,1)
        bs.inputs['Roughness'].default_value=rough
        if 'Metallic' in bs.inputs: bs.inputs['Metallic'].default_value=metallic
        if 'Specular IOR Level' in bs.inputs: bs.inputs['Specular IOR Level'].default_value=spec
    return m

def uv(name, loc, scale, material, seg=32, rings=18):
    bpy.ops.mesh.primitive_uv_sphere_add(segments=seg, ring_count=rings, location=loc)
    o=bpy.context.object; o.name=name; o.scale=scale
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    if material: o.data.materials.append(material)
    for p in o.data.polygons: p.use_smooth=True
    return o

def ico(name, loc, scale, material, sub=1):
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=sub, radius=1, location=loc)
    o=bpy.context.object; o.name=name; o.scale=scale
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    if material: o.data.materials.append(material)
    for p in o.data.polygons: p.use_smooth=True
    return o

def tag(o, role): o['scene_role']=role; return o

sand_light=getmat('Sunlit sand grains',(1.0,0.71,0.33),0.72,0.20)
sand_dark=getmat('Pawprint shadow sand',(0.42,0.20,0.07),0.95,0.10)
sand=getmat('Warm golden beach sand',(0.82,0.57,0.28),0.9,0.18)
# Secondary object materials
red=getmat('Towel coral red',(0.88,0.12,0.09),0.58,0.3)
turq=getmat('Towel turquoise',(0.02,0.58,0.65),0.46,0.35)
cream=getmat('Towel cream stripe',(1.0,0.78,0.38),0.62,0.25)
bucket_mat=getmat('Bucket sunny aqua',(0.02,0.52,0.70),0.3,0.5)
bucket_rim=getmat('Bucket rim highlight',(0.18,0.78,0.84),0.25,0.55)
bucket_dark=getmat('Bucket inside shadow',(0.012,0.10,0.15),0.48,0.28)
sandal_mat=getmat('Loose sandal orange',(0.95,0.25,0.055),0.42,0.4)
sandal_strap=getmat('Loose sandal lemon strap',(1.0,0.76,0.06),0.34,0.45)
# Beach ball vinyl materials
ball_white=getmat('Beach ball seam white',(0.98,0.97,0.88),0.2,0.62)
ball_blue=getmat('Beach ball saturated blue',(0.035,0.23,0.95),0.18,0.65)
ball_yellow=getmat('Beach ball saturated yellow',(1.0,0.68,0.025),0.18,0.65)
ball_coral=getmat('Beach ball saturated coral',(0.94,0.06,0.12),0.18,0.65)
ball_green=getmat('Beach ball saturated turquoise',(0.015,0.72,0.48),0.18,0.65)
ball_orange=getmat('Beach ball saturated orange',(1.0,0.29,0.015),0.18,0.65)
ball_magenta=getmat('Beach ball saturated pink',(0.95,0.05,0.48),0.18,0.65)
valve=getmat('Beach ball valve nub',(0.78,0.79,0.72),0.25,0.58)

# Beach ball: UV sphere with six vivid longitudinal panels and thin white seam strips
ball_loc=Vector((2.35,-0.28,3.18))
bpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=26, location=ball_loc)
ball=bpy.context.object; ball.name='Six panel inflatable beach ball - rotating'; ball.scale=(0.74,0.68,0.72); ball.rotation_euler=(radians(7),radians(-13),radians(18))
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
for m in (ball_white,ball_blue,ball_yellow,ball_coral,ball_green,ball_orange,ball_magenta): ball.data.materials.append(m)
# material slots indices: 0 white, 1..6 colors
for p in ball.data.polygons:
    c=p.center
    ang=(math.atan2(c.y,c.x)+radians(18))%(2*pi)
    sec=int((ang/(2*pi))*6.0)
    within=(ang/(2*pi)*6.0)-sec
    # 8 degree white seam at each boundary, plus white near the poles for graphic panel convergence
    if within<0.10 or (abs(c.z)>0.92 and p.center.length>0.1): p.material_index=0
    else: p.material_index=1+(sec%6)
    p.use_smooth=True
ball['scene_role']='hero_ball'; ball['construction']='alternating six longitudinal inflatable panels with white seams'; ball['deformation']='slightly flattened soft vinyl from upward bounce'

# Actual raised meridian seams as converted curves, following the ball surface
def seam_curve(name, angle):
    cu=bpy.data.curves.new(name+'Curve','CURVE'); cu.dimensions='3D'; cu.resolution_u=2; cu.bevel_depth=0.018; cu.bevel_resolution=3
    sp=cu.splines.new('POLY'); n=25; sp.points.add(n-1)
    for i in range(n):
        lat=-pi/2 + pi*i/(n-1)
        # radial line on the slightly deformed ball, slightly proud of surface
        x=0.751*cos(lat)*cos(angle); y=0.691*cos(lat)*sin(angle); z=0.731*sin(lat)
        sp.points[i].co=(ball_loc.x+x,ball_loc.y+y,ball_loc.z+z,1)
    ob=bpy.data.objects.new(name,cu); bpy.context.collection.objects.link(ob); cu.materials.append(ball_white)
    ob['scene_role']='ball_seam'; return ob
for i in range(6): seam_curve('Raised white ball seam %02d'%i, radians(18)+i*pi/3)

cap=tag(uv('White pole cap on beach ball',(ball_loc.x,ball_loc.y,ball_loc.z+0.675),(0.14,0.13,0.09),ball_white,24,12),'ball_cap')
# tiny valve projecting upward
bpy.ops.mesh.primitive_cylinder_add(vertices=20, radius=0.035, depth=0.085, location=(ball_loc.x+0.03,ball_loc.y,ball_loc.z+0.765))
valve_ob=bpy.context.object; valve_ob.name='Tiny beach ball valve nub'; valve_ob.data.materials.append(valve); valve_ob['scene_role']='ball_valve'
for p in valve_ob.data.polygons: p.use_smooth=True

# Sand takeoff burst: a low puffy spray and ballistic grains behind the dog
burst_origin=Vector((-3.25,-0.10,0.10))
# soft impact puffs, varied sizes and warm colors
for i in range(9):
    ang=2*pi*i/9 + random.uniform(-0.18,0.18); rad=random.uniform(0.18,0.60)
    loc=burst_origin+Vector((cos(ang)*rad, sin(ang)*rad*0.75, random.uniform(0.08,0.30)))
    sc=(random.uniform(0.18,0.34),random.uniform(0.11,0.22),random.uniform(0.10,0.25))
    tag(ico('Takeoff sand puff %02d'%i,loc,sc,sand_light,2),'sand_burst')
# flying grain trajectories mainly backward/upward and sideways
for i in range(36):
    t=random.uniform(0.18,1.0)
    x=burst_origin.x - random.uniform(0.05,1.25)*t + random.uniform(-0.12,0.12)
    y=burst_origin.y + random.uniform(-0.8,0.8)*t
    z=burst_origin.z + 0.20 + 1.18*t - 0.62*t*t + random.uniform(-0.10,0.10)
    r=random.uniform(0.025,0.075)
    tag(ico('Individual airborne sand grain %02d'%i,(x,y,z),(r,r*random.uniform(.6,1.2),r*random.uniform(.65,1.45)),sand_light if i%4 else sand_dark,1),'sand_grain')
# two distinct paw-shaped sand sprays, each with a central pad and toe streaks
for k,ox in enumerate((-0.32,0.18)):
    cx=burst_origin.x+ox; cy=burst_origin.y-0.04*k
    tag(uv('Sand spray paw pad %02d'%k,(cx,cy,0.22),(0.28,0.17,0.075),sand_light,24,12),'sand_paw_spray')
    for j,dy in enumerate((-0.18,0,0.18)):
        tag(uv('Sand spray toe %02d_%02d'%(k,j),(cx+0.19+0.08*j,cy+dy,0.23+0.04*j),(0.12,0.07,0.055),sand_light,18,10),'sand_paw_spray')

# Paw prints leading toward launch point: dark recessed graphic ovals with three toe dots each
for k in range(5):
    x=-5.9 + k*0.57; y=-0.98 + k*0.19
    pad=tag(uv('Paw print %02d pad'%k,(x,y,0.018),(0.28,0.19,0.018),sand_dark,24,10),'paw_print')
    # toe marks slightly forward (+x)
    for j,dy in enumerate((-0.16,0,0.16)):
        toe=tag(uv('Paw print %02d toe %02d'%(k,j),(x+0.25,y+dy,0.020),(0.095,0.065,0.018),sand_dark,18,8),'paw_print')

print('BALL_SAND_READY', len(bpy.data.objects))

Add the colorful six-panel beach ball, realistic raised seams and valve, plus sand burst and paw-print trail.

{"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom math import radians, sin, cos, pi\nrandom.seed(22)\n\ndef getmat(name, color, rough=0.5, spec=0.3, metallic=0.0):\n    m=bpy.data.materials.get(name) or bpy.data.materials.new(name)\n    m.diffuse_color=(*color,1); m.use_nodes=True\n    bs=m.node_tree.nodes.get('Principled BSDF')\n    if bs:\n        bs.inputs['Base Color'].default_value=(*color,1)\n        bs.inputs['Roughness'].default_value=rough\n        if 'Metallic' in bs.inputs: bs.inputs['Metallic'].default_value=metallic\n        if 'Specular IOR Level' in bs.inputs: bs.inputs['Specular IOR Level'].default_value=spec\n    return m\n\ndef uv(name, loc, scale, material, seg=32, rings=18):\n    bpy.ops.mesh.primitive_uv_sphere_add(segments=seg, ring_count=rings, location=loc)\n    o=bpy.context.object; o.name=name; o.scale=scale\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\n    if material: o.data.materials.append(material)\n    for p in o.data.polygons: p.use_smooth=True\n    return o\n\ndef ico(name, loc, scale, material, sub=1):\n    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=sub, radius=1, location=loc)\n    o=bpy.context.object; o.name=name; o.scale=scale\n    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\n    if material: o.data.materials.append(material)\n    for p in o.data.polygons: p.use_smooth=True\n    return o\n\ndef tag(o, role): o['scene_role']=role; return o\n\nsand_light=getmat('Sunlit sand grains',(1.0,0.71,0.33),0.72,0.20)\nsand_dark=getmat('Pawprint shadow sand',(0.42,0.20,0.07),0.95,0.10)\nsand=getmat('Warm golden beach sand',(0.82,0.57,0.28),0.9,0.18)\n# Secondary object materials\nred=getmat('Towel coral red',(0.88,0.12,0.09),0.58,0.3)\nturq=getmat('Towel turquoise',(0.02,0.58,0.65),0.46,0.35)\ncream=getmat('Towel cream stripe',(1.0,0.78,0.38),0.62,0.25)\nbucket_mat=getmat('Bucket sunny aqua',(0.02,0.52,0.70),0.3,0.5)\nbucket_rim=getmat('Bucket rim highlight',(0.18,0.78,0.84),0.25,0.55)\nbucket_dark=getmat('Bucket inside shadow',(0.012,0.10,0.15),0.48,0.28)\nsandal_mat=getmat('Loose sandal orange',(0.95,0.25,0.055),0.42,0.4)\nsandal_strap=getmat('Loose sandal lemon strap',(1.0,0.76,0.06),0.34,0.45)\n# Beach ball vinyl materials\nball_white=getmat('Beach ball seam white',(0.98,0.97,0.88),0.2,0.62)\nball_blue=getmat('Beach ball saturated blue',(0.035,0.23,0.95),0.18,0.65)\nball_yellow=getmat('Beach ball saturated yellow',(1.0,0.68,0.025),0.18,0.65)\nball_coral=getmat('Beach ball saturated coral',(0.94,0.06,0.12),0.18,0.65)\nball_green=getmat('Beach ball saturated turquoise',(0.015,0.72,0.48),0.18,0.65)\nball_orange=getmat('Beach ball saturated orange',(1.0,0.29,0.015),0.18,0.65)\nball_magenta=getmat('Beach ball saturated pink',(0.95,0.05,0.48),0.18,0.65)\nvalve=getmat('Beach ball valve nub',(0.78,0.79,0.72),0.25,0.58)\n\n# Beach ball: UV sphere with six vivid longitudinal panels and thin white seam strips\nball_loc=Vector((2.35,-0.28,3.18))\nbpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=26, location=ball_loc)\nball=bpy.context.object; ball.name='Six panel inflatable beach ball - rotating'; ball.scale=(0.74,0.68,0.72); ball.rotation_euler=(radians(7),radians(-13),radians(18))\nbpy.ops.object.transform_apply(location=False, rotation=False, scale=True)\nfor m in (ball_white,ball_blue,ball_yellow,ball_coral,ball_green,ball_orange,ball_magenta): ball.data.materials.append(m)\n# material slots indices: 0 white, 1..6 colors\nfor p in ball.data.polygons:\n    c=p.center\n    ang=(math.atan2(c.y,c.x)+radians(18))%(2*pi)\n    sec=int((ang/(2*pi))*6.0)\n    within=(ang/(2*pi)*6.0)-sec\n    # 8 degree white seam at each boundary, plus white near the poles for graphic panel convergence\n    if within<0.10 or (abs(c.z)>0.92 and p.center.length>0.1): p.material_index=0\n    else: p.material_index=1+(sec%6)\n    p.use_smooth=True\nball['scene_role']='hero_ball'; ball['construction']='alternating six longitudinal inflatable panels with white seams'; ball['deformation']='slightly flattened soft vinyl from upward bounce'\n\n# Actual raised meridian seams as converted curves, following the ball surface\ndef seam_curve(name, angle):\n    cu=bpy.data.curves.new(name+'Curve','CURVE'); cu.dimensions='3D'; cu.resolution_u=2; cu.bevel_depth=0.018; cu.bevel_resolution=3\n    sp=cu.splines.new('POLY'); n=25; sp.points.add(n-1)\n    for i in range(n):\n        lat=-pi/2 + pi*i/(n-1)\n        # radial line on the slightly deformed ball, slightly proud of surface\n        x=0.751*cos(lat)*cos(angle); y=0.691*cos(lat)*sin(angle); z=0.731*sin(lat)\n        sp.points[i].co=(ball_loc.x+x,ball_loc.y+y,ball_loc.z+z,1)\n    ob=bpy.data.objects.new(name,cu); bpy.context.collection.objects.link(ob); cu.materials.append(ball_white)\n    ob['scene_role']='ball_seam'; return ob\nfor i in range(6): seam_curve('Raised white ball seam %02d'%i, radians(18)+i*pi/3)\n\ncap=tag(uv('White pole cap on beach ball',(ball_loc.x,ball_loc.y,ball_loc.z+0.675),(0.14,0.13,0.09),ball_white,24,12),'ball_cap')\n# tiny valve projecting upward\nbpy.ops.mesh.primitive_cylinder_add(vertices=20, radius=0.035, depth=0.085, location=(ball_loc.x+0.03,ball_loc.y,ball_loc.z+0.765))\nvalve_ob=bpy.context.object; valve_ob.name='Tiny beach ball valve nub'; valve_ob.data.materials.append(valve); valve_ob['scene_role']='ball_valve'\nfor p in valve_ob.data.polygons: p.use_smooth=True\n\n# Sand takeoff burst: a low puffy spray and ballistic grains behind the dog\nburst_origin=Vector((-3.25,-0.10,0.10))\n# soft impact puffs, varied sizes and warm colors\nfor i in range(9):\n    ang=2*pi*i/9 + random.uniform(-0.18,0.18); rad=random.uniform(0.18,0.60)\n    loc=burst_origin+Vector((cos(ang)*rad, sin(ang)*rad*0.75, random.uniform(0.08,0.30)))\n    sc=(random.uniform(0.18,0.34),random.uniform(0.11,0.22),random.uniform(0.10,0.25))\n    tag(ico('Takeoff sand puff %02d'%i,loc,sc,sand_light,2),'sand_burst')\n# flying grain trajectories mainly backward/upward and sideways\nfor i in range(36):\n    t=random.uniform(0.18,1.0)\n    x=burst_origin.x - random.uniform(0.05,1.25)*t + random.uniform(-0.12,0.12)\n    y=burst_origin.y + random.uniform(-0.8,0.8)*t\n    z=burst_origin.z + 0.20 + 1.18*t - 0.62*t*t + random.uniform(-0.10,0.10)\n    r=random.uniform(0.025,0.075)\n    tag(ico('Individual airborne sand grain %02d'%i,(x,y,z),(r,r*random.uniform(.6,1.2),r*random.uniform(.65,1.45)),sand_light if i%4 else sand_dark,1),'sand_grain')\n# two distinct paw-shaped sand sprays, each with a central pad and toe streaks\nfor k,ox in enumerate((-0.32,0.18)):\n    cx=burst_origin.x+ox; cy=burst_origin.y-0.04*k\n    tag(uv('Sand spray paw pad %02d'%k,(cx,cy,0.22),(0.28,0.17,0.075),sand_light,24,12),'sand_paw_spray')\n    for j,dy in enumerate((-0.18,0,0.18)):\n        tag(uv('Sand spray toe %02d_%02d'%(k,j),(cx+0.19+0.08*j,cy+dy,0.23+0.04*j),(0.12,0.07,0.055),sand_light,18,10),'sand_paw_spray')\n\n# Paw prints leading toward launch point: dark recessed graphic ovals with three toe dots each\nfor k in range(5):\n    x=-5.9 + k*0.57; y=-0.98 + k*0.19\n    pad=tag(uv('Paw print %02d pad'%k,(x,y,0.018),(0.28,0.19,0.018),sand_dark,24,10),'paw_print')\n    # toe marks slightly forward (+x)\n    for j,dy in enumerate((-0.16,0,0.16)):\n        toe=tag(uv('Paw print %02d toe %02d'%(k,j),(x+0.25,y+dy,0.020),(0.095,0.065,0.018),sand_dark,18,8),'paw_print')\n\nprint('BALL_SAND_READY', len(bpy.data.objects))","user_prompt":"Add the colorful six-panel beach ball, realistic raised seams and valve, plus sand burst and paw-print trail."}


import bpy, math, random
from mathutils import Vector
from math import radians, sin, cos, pi
random.seed(22)

def getmat(name, color, rough=0.5, spec=0.3, metallic=0.0):
    m=bpy.data.materials.get(name) or bpy.data.materials.new(name)
    m.diffuse_color=(*color,1); m.use_nodes=True
    bs=m.node_tree.nodes.get('Principled BSDF')
    if bs:
        bs.inputs['Base Color'].default_value=(*color,1)
        bs.inputs['Roughness'].default_value=rough
        if 'Metallic' in bs.inputs: bs.inputs['Metallic'].default_value=metallic
        if 'Specular IOR Level' in bs.inputs: bs.inputs['Specular IOR Level'].default_value=spec
    return m

def uv(name, loc, scale, material, seg=32, rings=18):
    bpy.ops.mesh.primitive_uv_sphere_add(segments=seg, ring_count=rings, location=loc)
    o=bpy.context.object; o.name=name; o.scale=scale
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    if material: o.data.materials.append(material)
    for p in o.data.polygons: p.use_smooth=True
    return o

def ico(name, loc, scale, material, sub=1):
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=sub, radius=1, location=loc)
    o=bpy.context.object; o.name=name; o.scale=scale
    bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
    if material: o.data.materials.append(material)
    for p in o.data.polygons: p.use_smooth=True
    return o

def tag(o, role): o['scene_role']=role; return o

sand_light=getmat('Sunlit sand grains',(1.0,0.71,0.33),0.72,0.20)
sand_dark=getmat('Pawprint shadow sand',(0.42,0.20,0.07),0.95,0.10)
sand=getmat('Warm golden beach sand',(0.82,0.57,0.28),0.9,0.18)
# Secondary object materials
red=getmat('Towel coral red',(0.88,0.12,0.09),0.58,0.3)
turq=getmat('Towel turquoise',(0.02,0.58,0.65),0.46,0.35)
cream=getmat('Towel cream stripe',(1.0,0.78,0.38),0.62,0.25)
bucket_mat=getmat('Bucket sunny aqua',(0.02,0.52,0.70),0.3,0.5)
bucket_rim=getmat('Bucket rim highlight',(0.18,0.78,0.84),0.25,0.55)
bucket_dark=getmat('Bucket inside shadow',(0.012,0.10,0.15),0.48,0.28)
sandal_mat=getmat('Loose sandal orange',(0.95,0.25,0.055),0.42,0.4)
sandal_strap=getmat('Loose sandal lemon strap',(1.0,0.76,0.06),0.34,0.45)
# Beach ball vinyl materials
ball_white=getmat('Beach ball seam white',(0.98,0.97,0.88),0.2,0.62)
ball_blue=getmat('Beach ball saturated blue',(0.035,0.23,0.95),0.18,0.65)
ball_yellow=getmat('Beach ball saturated yellow',(1.0,0.68,0.025),0.18,0.65)
ball_coral=getmat('Beach ball saturated coral',(0.94,0.06,0.12),0.18,0.65)
ball_green=getmat('Beach ball saturated turquoise',(0.015,0.72,0.48),0.18,0.65)
ball_orange=getmat('Beach ball saturated orange',(1.0,0.29,0.015),0.18,0.65)
ball_magenta=getmat('Beach ball saturated pink',(0.95,0.05,0.48),0.18,0.65)
valve=getmat('Beach ball valve nub',(0.78,0.79,0.72),0.25,0.58)

# Beach ball: UV sphere with six vivid longitudinal panels and thin white seam strips
ball_loc=Vector((2.35,-0.28,3.18))
bpy.ops.mesh.primitive_uv_sphere_add(segments=48, ring_count=26, location=ball_loc)
ball=bpy.context.object; ball.name='Six panel inflatable beach ball - rotating'; ball.scale=(0.74,0.68,0.72); ball.rotation_euler=(radians(7),radians(-13),radians(18))
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
for m in (ball_white,ball_blue,ball_yellow,ball_coral,ball_green,ball_orange,ball_magenta): ball.data.materials.append(m)
# material slots indices: 0 white, 1..6 colors
for p in ball.data.polygons:
    c=p.center
    ang=(math.atan2(c.y,c.x)+radians(18))%(2*pi)
    sec=int((ang/(2*pi))*6.0)
    within=(ang/(2*pi)*6.0)-sec
    # 8 degree white seam at each boundary, plus white near the poles for graphic panel convergence
    if within<0.10 or (abs(c.z)>0.92 and p.center.length>0.1): p.material_index=0
    else: p.material_index=1+(sec%6)
    p.use_smooth=True
ball['scene_role']='hero_ball'; ball['construction']='alternating six longitudinal inflatable panels with white seams'; ball['deformation']='slightly flattened soft vinyl from upward bounce'

# Actual raised meridian seams as converted curves, following the ball surface
def seam_curve(name, angle):
    cu=bpy.data.curves.new(name+'Curve','CURVE'); cu.dimensions='3D'; cu.resolution_u=2; cu.bevel_depth=0.018; cu.bevel_resolution=3
    sp=cu.splines.new('POLY'); n=25; sp.points.add(n-1)
    for i in range(n):
        lat=-pi/2 + pi*i/(n-1)
        # radial line on the slightly deformed ball, slightly proud of surface
        x=0.751*cos(lat)*cos(angle); y=0.691*cos(lat)*sin(angle); z=0.731*sin(lat)
        sp.points[i].co=(ball_loc.x+x,ball_loc.y+y,ball_loc.z+z,1)
    ob=bpy.data.objects.new(name,cu); bpy.context.collection.objects.link(ob); cu.materials.append(ball_white)
    ob['scene_role']='ball_seam'; return ob
for i in range(6): seam_curve('Raised white ball seam %02d'%i, radians(18)+i*pi/3)

cap=tag(uv('White pole cap on beach ball',(ball_loc.x,ball_loc.y,ball_loc.z+0.675),(0.14,0.13,0.09),ball_white,24,12),'ball_cap')
# tiny valve projecting upward
bpy.ops.mesh.primitive_cylinder_add(vertices=20, radius=0.035, depth=0.085, location=(ball_loc.x+0.03,ball_loc.y,ball_loc.z+0.765))
valve_ob=bpy.context.object; valve_ob.name='Tiny beach ball valve nub'; valve_ob.data.materials.append(valve); valve_ob['scene_role']='ball_valve'
for p in valve_ob.data.polygons: p.use_smooth=True

# Sand takeoff burst: a low puffy spray and ballistic grains behind the dog
burst_origin=Vector((-3.25,-0.10,0.10))
# soft impact puffs, varied sizes and warm colors
for i in range(9):
    ang=2*pi*i/9 + random.uniform(-0.18,0.18); rad=random.uniform(0.18,0.60)
    loc=burst_origin+Vector((cos(ang)*rad, sin(ang)*rad*0.75, random.uniform(0.08,0.30)))
    sc=(random.uniform(0.18,0.34),random.uniform(0.11,0.22),random.uniform(0.10,0.25))
    tag(ico('Takeoff sand puff %02d'%i,loc,sc,sand_light,2),'sand_burst')
# flying grain trajectories mainly backward/upward and sideways
for i in range(36):
    t=random.uniform(0.18,1.0)
    x=burst_origin.x - random.uniform(0.05,1.25)*t + random.uniform(-0.12,0.12)
    y=burst_origin.y + random.uniform(-0.8,0.8)*t
    z=burst_origin.z + 0.20 + 1.18*t - 0.62*t*t + random.uniform(-0.10,0.10)
    r=random.uniform(0.025,0.075)
    tag(ico('Individual airborne sand grain %02d'%i,(x,y,z),(r,r*random.uniform(.6,1.2),r*random.uniform(.65,1.45)),sand_light if i%4 else sand_dark,1),'sand_grain')
# two distinct paw-shaped sand sprays, each with a central pad and toe streaks
for k,ox in enumerate((-0.32,0.18)):
    cx=burst_origin.x+ox; cy=burst_origin.y-0.04*k
    tag(uv('Sand spray paw pad %02d'%k,(cx,cy,0.22),(0.28,0.17,0.075),sand_light,24,12),'sand_paw_spray')
    for j,dy in enumerate((-0.18,0,0.18)):
        tag(uv('Sand spray toe %02d_%02d'%(k,j),(cx+0.19+0.08*j,cy+dy,0.23+0.04*j),(0.12,0.07,0.055),sand_light,18,10),'sand_paw_spray')

# Paw prints leading toward launch point: dark recessed graphic ovals with three toe dots each
for k in range(5):
    x=-5.9 + k*0.57; y=-0.98 + k*0.19
    pad=tag(uv('Paw print %02d pad'%k,(x,y,0.018),(0.28,0.19,0.018),sand_dark,24,10),'paw_print')
    # toe marks slightly forward (+x)
    for j,dy in enumerate((-0.16,0,0.16)):
        toe=tag(uv('Paw print %02d toe %02d'%(k,j),(x+0.25,y+dy,0.020),(0.095,0.065,0.018),sand_dark,18,8),'paw_print')

print('BALL_SAND_READY', len(bpy.data.objects))

Add the colorful six-panel beach ball, realistic raised seams and valve, plus sand burst and paw-print trail.


Code executed successfully: BALL_SAND_READY 159