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.


## 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>


[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>

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>

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-1784131950-1S9eI48M1Ln9EJ3WjIUA","object":"chat.completion","created":1784131950,"model":"openai/gpt-5.6-sol","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":"**Planning a 3D model project**\n\nI need to build a scene with Python and start by modeling a stylized organic corgi using metaballs. I’ll use UV spheres for the mesh along with custom meshes for the limbs and ears. For fur, I'll explore overlapping smooth forms and possibly particles. The beach ball could have six panels, and I’ll structure the scene with a compelling camera angle. I need to set up materials and run script chunks in a step-wise manner to keep everything organized.","tool_calls":[{"type":"function","index":0,"id":"call_5hrO5GMRy1YeziUQSTQ7Rz2H","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy, math, random\\nfrom mathutils import Vector\\n# clear\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\nfor d in (bpy.data.materials, bpy.data.curves, bpy.data.meshes, bpy.data.cameras, bpy.data.lights):\\n    pass\\n# materials\\ndef mat(name, color, rough=0.5, metallic=0.0, transmission=0.0):\\n    m=bpy.data.materials.new(name); m.diffuse_color=(*color,1)\\n    m.use_nodes=True\\n    bs=m.node_tree.nodes.get('Principled BSDF')\\n    bs.inputs['Base Color'].default_value=(*color,1)\\n    bs.inputs['Roughness'].default_value=rough\\n    bs.inputs['Metallic'].default_value=metallic\\n    if 'Transmission Weight' in bs.inputs: bs.inputs['Transmission Weight'].default_value=transmission\\n    return m\\nTAN=mat('Corgi tan-red',(0.78,0.22,0.055),0.72)\\nTAN2=mat('Corgi warm highlights',(0.95,0.39,0.09),0.75)\\nWHITE=mat('Cream white fur',(0.95,0.88,0.72),0.8)\\nDARK=mat('Dark eye and nose',(0.025,0.018,0.012),0.26)\\nPINK=mat('Tongue',(0.95,0.16,0.24),0.48)\\nMOUTH=mat('Mouth interior',(0.16,0.015,0.02),0.7)\\nSAND=mat('Warm beach sand',(0.88,0.62,0.27),0.9)\\nSANDHI=mat('Sunlit sand grains',(1.0,0.78,0.4),0.82)\\nBLUE=mat('Ball blue',(0.02,0.32,0.95),0.24)\\nRED=mat('Ball red',(0.95,0.035,0.06),0.24)\\nYELLOW=mat('Ball yellow',(1.0,0.75,0.02),0.24)\\nBALLWHITE=mat('Ball white cap',(0.98,0.98,0.95),0.2)\\nCYAN=mat('Towel cyan',(0.02,0.65,0.75),0.55)\\nCORAL=mat('Towel coral',(1.0,0.16,0.11),0.5)\\nBUCKET=mat('Bucket turquoise',(0.02,0.55,0.7),0.32)\\nSEA=mat('Sea',(0.02,0.34,0.62),0.28)\\n# helpers\\ndef uv(name, loc, scale, material, seg=40, rings=24):\\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; bpy.ops.object.transform_apply(location=False,rotation=False,scale=True)\\n    o.data.materials.append(material)\\n    bpy.ops.object.shade_smooth()\\n    return o\\ndef ell(name,loc,scale,matl,rot=(0,0,0)):\\n    o=uv(name,loc,scale,matl); o.rotation_euler=rot; return o\\ndef cone_between(name,a,b,r1,r2,material,verts=24):\\n    a,b=Vector(a),Vector(b); mid=(a+b)/2; v=b-a\\n    bpy.ops.mesh.primitive_cone_add(vertices=verts, radius1=r1, radius2=r2, depth=v.length, location=mid)\\n    o=bpy.context.object; o.name=name; o.data.materials.append(material); o.rotation_mode='QUATERNION'; o.rotation_quaternion=v.to_track_quat('Z','Y'); bpy.ops.object.shade_smooth(); return o\\nprint('setup done')\",\"user_prompt\":\"Create the airborne corgi beach action still\"}"}}],"reasoning_details":[{"type":"reasoning.summary","summary":"**Planning a 3D model project**\n\nI need to build a scene with Python and start by modeling a stylized organic corgi using metaballs. I’ll use UV spheres for the mesh along with custom meshes for the limbs and ears. For fur, I'll explore overlapping smooth forms and possibly particles. The beach ball could have six panels, and I’ll structure the scene with a compelling camera angle. I need to set up materials and run script chunks in a step-wise manner to keep everything organized.","format":"openai-responses-v1","index":0},{"type":"reasoning.encrypted","data":"gAAAAABqV7F2sWpzsu5m8LaTe744Ai7iH1oVCXYsOmudrMvsVpY0YDlPnS6i0UB_IpuiPahIzJdhUI1XGvS97Z_XCgqgiXtIK2CvmBm_oi_P8D8zi5j3H86Dlcq9QZc-OyAyW90ce_eXrqC2kGk-Fz4m5rWAMGV55hBrxxxsnB4AYKbprFor3zD4qS03_fZ4w1Rm69OGxZP7XSAlIQSDPiMIH7A6ZpgVo8nxp85ryrhysKVvkuVWoS_SNyEnejoFt5TPeXTIhQ1wC_IFoMSo9bEw5BOSsrpgP7KcWyrh8cRruoAg2H50DOkq50Eaj3Sj-1KPLzyg-X2y8-yUh-vb6bn-slgtfZRCMqfdT6k1ObWc7r6SSV7BuMtIE2Fsz8BLFV5XEbByg3aV6P425wZ6_ejPoHYLDLDHgKKdsrFPm0h2LHnyFf5kt55i8GSy7zft3lzkpGv8U-tA4hav8K5o3rs39ohenAjxAQccQncv2-HTeVyTXR6UTvD93uEJw-02GK-11aM7U7AszAXxBoBYzAbnU3gKnvoK9xG6Oy7kZctGdRPDQDRs0BfH2dauvwSs6l9DblYS14Tbo-YK-fPuBEdcE-5wls2V7q1zz0cSIRFIFqffw6CbY8uWLRJ9oTu7SK_XGzg6jZO718HBysNtEaIR6K1qMHUxiaR4t4R2zeWhI1FVE2ddo54N5HgqvqVgnFYH9EhhvXUkkI5aTQE2WuPL19AE0mwkjDq09H7ajmBlbLZqZzU8_aUA_fCEq9T31IrLf30zXuJQSA7McA7bA6DYn-WCoKYhOB0RQXHsxnlg0QtSdJRBqyg9AWYyuX4ydo8J40h5ShrG0_6UVznq7ALeD5IJ8o4U1_4U7McrtESSTAp99YC6UzAQ-GSVyRroaO7tzdqeOBYv401bGG2bmMZkAJAYJllczoU0lodhpejwG5nzhbpniQdv7yMcBjmeSt7pG2SmbtscfK3zBdr5VB4gIBBzan00rRziNXkgzzCI0VxpkiERmnKP6KVU6Kt6zNaznuCxY4mVW0UPMsUKf-Jj_ioll8CS_fbEHJjdaTaSerd7WoV9apCZfGygg06hu8ExDL2BfpaaDUiIawuJht4N5gtwPcjW2Bg5stBVDeyklyBzgWuS0eNkQjKBot3_UbKIXFpTAN3KYfD9PZfwkoyER0UnBp_uUlvWXT7Nvh0_7WTGmTchSkRo_-LXF8GAMZN6-tnjUWjbOqGGnQAU6242tr2-rtvO8KQsR-5_HwW6WwD70OoGvaFSSlz4qF9U52qdWqaIejJbUhY2s_Rz4eW93VU4TUUOFf2on5y6N3PfaDpG850vSk0UPyI2f7ww8wzSAiMiNw3IbB2okRCdeCNwASsgQ-X1D-7Uv5352AtVN8h6tHiIvE9s5s110TtKp2_exn6sKzp4c0kRh_MwrLcXxEo5R9iluJtIhGtbxFNMT2150qLr6oUNhpO3FIregDfMHiHLg6CCK9IFWbWzNd07UMmhP_X8QHzU8vilpzwYhE8FLum3qF6x7Z30R53Nb8m0uIXpTGdBhIbqXkAC9AE5TuLeuqM2iOxdgtvKc3Y_73oUnNtBzjXlj_fn9djZNE6J5gBBfRn-shCCY9uKKtkLRP-SSKqyxHDE8KDKpc9qHjY-RcauCtI4w4cxLyEFpyWmNEJ7mlvvk06nt3LgvbZMF7bArS6ijfptNe9F3ssCM_Z1K0nWHDLRdc_-RDl-zscmoFvbckljVTLv1-qPYexB5s2wV2FfDKfDvmXqUFw6Jk0Fm7xTe3oS8e7xtlRQtkzIqncOevS7qzMCWA930GcPIjceVTi-L9GTO29xxfdnWj35-gK87gJMLJPU_Ld9ioy7GydbuM5MQlOtmvAoI-XEMLmxEoeVO_7zl2YD8h5Ry71kUQR6Y_E=","format":"openai-responses-v1","id":"rs_0963d0023c360e15016a57b16fccd88190b7d35dc62aa433c5","index":1}]}}],"usage":{"prompt_tokens":4097,"completion_tokens":1070,"total_tokens":5167,"cost":0.0577025,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":4094,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0577025,"upstream_inference_prompt_cost":0.0256025,"upstream_inference_completions_cost":0.0321},"completion_tokens_details":{"reasoning_tokens":138,"image_tokens":0,"audio_tokens":0}}}

import bpy, math, random
from mathutils import Vector
# clear
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
for d in (bpy.data.materials, bpy.data.curves, bpy.data.meshes, bpy.data.cameras, bpy.data.lights):
    pass
# materials
def mat(name, color, rough=0.5, metallic=0.0, transmission=0.0):
    m=bpy.data.materials.new(name); m.diffuse_color=(*color,1)
    m.use_nodes=True
    bs=m.node_tree.nodes.get('Principled BSDF')
    bs.inputs['Base Color'].default_value=(*color,1)
    bs.inputs['Roughness'].default_value=rough
    bs.inputs['Metallic'].default_value=metallic
    if 'Transmission Weight' in bs.inputs: bs.inputs['Transmission Weight'].default_value=transmission
    return m
TAN=mat('Corgi tan-red',(0.78,0.22,0.055),0.72)
TAN2=mat('Corgi warm highlights',(0.95,0.39,0.09),0.75)
WHITE=mat('Cream white fur',(0.95,0.88,0.72),0.8)
DARK=mat('Dark eye and nose',(0.025,0.018,0.012),0.26)
PINK=mat('Tongue',(0.95,0.16,0.24),0.48)
MOUTH=mat('Mouth interior',(0.16,0.015,0.02),0.7)
SAND=mat('Warm beach sand',(0.88,0.62,0.27),0.9)
SANDHI=mat('Sunlit sand grains',(1.0,0.78,0.4),0.82)
BLUE=mat('Ball blue',(0.02,0.32,0.95),0.24)
RED=mat('Ball red',(0.95,0.035,0.06),0.24)
YELLOW=mat('Ball yellow',(1.0,0.75,0.02),0.24)
BALLWHITE=mat('Ball white cap',(0.98,0.98,0.95),0.2)
CYAN=mat('Towel cyan',(0.02,0.65,0.75),0.55)
CORAL=mat('Towel coral',(1.0,0.16,0.11),0.5)
BUCKET=mat('Bucket turquoise',(0.02,0.55,0.7),0.32)
SEA=mat('Sea',(0.02,0.34,0.62),0.28)
# helpers
def uv(name, loc, scale, material, seg=40, rings=24):
    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)
    o.data.materials.append(material)
    bpy.ops.object.shade_smooth()
    return o
def ell(name,loc,scale,matl,rot=(0,0,0)):
    o=uv(name,loc,scale,matl); o.rotation_euler=rot; return o
def cone_between(name,a,b,r1,r2,material,verts=24):
    a,b=Vector(a),Vector(b); mid=(a+b)/2; v=b-a
    bpy.ops.mesh.primitive_cone_add(vertices=verts, radius1=r1, radius2=r2, depth=v.length, location=mid)
    o=bpy.context.object; o.name=name; o.data.materials.append(material); o.rotation_mode='QUATERNION'; o.rotation_quaternion=v.to_track_quat('Z','Y'); bpy.ops.object.shade_smooth(); return o
print('setup done')

Create the airborne corgi beach action still

{"code":"import bpy, math, random\nfrom mathutils import Vector\n# clear\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor d in (bpy.data.materials, bpy.data.curves, bpy.data.meshes, bpy.data.cameras, bpy.data.lights):\n    pass\n# materials\ndef mat(name, color, rough=0.5, metallic=0.0, transmission=0.0):\n    m=bpy.data.materials.new(name); m.diffuse_color=(*color,1)\n    m.use_nodes=True\n    bs=m.node_tree.nodes.get('Principled BSDF')\n    bs.inputs['Base Color'].default_value=(*color,1)\n    bs.inputs['Roughness'].default_value=rough\n    bs.inputs['Metallic'].default_value=metallic\n    if 'Transmission Weight' in bs.inputs: bs.inputs['Transmission Weight'].default_value=transmission\n    return m\nTAN=mat('Corgi tan-red',(0.78,0.22,0.055),0.72)\nTAN2=mat('Corgi warm highlights',(0.95,0.39,0.09),0.75)\nWHITE=mat('Cream white fur',(0.95,0.88,0.72),0.8)\nDARK=mat('Dark eye and nose',(0.025,0.018,0.012),0.26)\nPINK=mat('Tongue',(0.95,0.16,0.24),0.48)\nMOUTH=mat('Mouth interior',(0.16,0.015,0.02),0.7)\nSAND=mat('Warm beach sand',(0.88,0.62,0.27),0.9)\nSANDHI=mat('Sunlit sand grains',(1.0,0.78,0.4),0.82)\nBLUE=mat('Ball blue',(0.02,0.32,0.95),0.24)\nRED=mat('Ball red',(0.95,0.035,0.06),0.24)\nYELLOW=mat('Ball yellow',(1.0,0.75,0.02),0.24)\nBALLWHITE=mat('Ball white cap',(0.98,0.98,0.95),0.2)\nCYAN=mat('Towel cyan',(0.02,0.65,0.75),0.55)\nCORAL=mat('Towel coral',(1.0,0.16,0.11),0.5)\nBUCKET=mat('Bucket turquoise',(0.02,0.55,0.7),0.32)\nSEA=mat('Sea',(0.02,0.34,0.62),0.28)\n# helpers\ndef uv(name, loc, scale, material, seg=40, rings=24):\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; bpy.ops.object.transform_apply(location=False,rotation=False,scale=True)\n    o.data.materials.append(material)\n    bpy.ops.object.shade_smooth()\n    return o\ndef ell(name,loc,scale,matl,rot=(0,0,0)):\n    o=uv(name,loc,scale,matl); o.rotation_euler=rot; return o\ndef cone_between(name,a,b,r1,r2,material,verts=24):\n    a,b=Vector(a),Vector(b); mid=(a+b)/2; v=b-a\n    bpy.ops.mesh.primitive_cone_add(vertices=verts, radius1=r1, radius2=r2, depth=v.length, location=mid)\n    o=bpy.context.object; o.name=name; o.data.materials.append(material); o.rotation_mode='QUATERNION'; o.rotation_quaternion=v.to_track_quat('Z','Y'); bpy.ops.object.shade_smooth(); return o\nprint('setup done')","user_prompt":"Create the airborne corgi beach action still"}


import bpy, math, random
from mathutils import Vector
# clear
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
for d in (bpy.data.materials, bpy.data.curves, bpy.data.meshes, bpy.data.cameras, bpy.data.lights):
    pass
# materials
def mat(name, color, rough=0.5, metallic=0.0, transmission=0.0):
    m=bpy.data.materials.new(name); m.diffuse_color=(*color,1)
    m.use_nodes=True
    bs=m.node_tree.nodes.get('Principled BSDF')
    bs.inputs['Base Color'].default_value=(*color,1)
    bs.inputs['Roughness'].default_value=rough
    bs.inputs['Metallic'].default_value=metallic
    if 'Transmission Weight' in bs.inputs: bs.inputs['Transmission Weight'].default_value=transmission
    return m
TAN=mat('Corgi tan-red',(0.78,0.22,0.055),0.72)
TAN2=mat('Corgi warm highlights',(0.95,0.39,0.09),0.75)
WHITE=mat('Cream white fur',(0.95,0.88,0.72),0.8)
DARK=mat('Dark eye and nose',(0.025,0.018,0.012),0.26)
PINK=mat('Tongue',(0.95,0.16,0.24),0.48)
MOUTH=mat('Mouth interior',(0.16,0.015,0.02),0.7)
SAND=mat('Warm beach sand',(0.88,0.62,0.27),0.9)
SANDHI=mat('Sunlit sand grains',(1.0,0.78,0.4),0.82)
BLUE=mat('Ball blue',(0.02,0.32,0.95),0.24)
RED=mat('Ball red',(0.95,0.035,0.06),0.24)
YELLOW=mat('Ball yellow',(1.0,0.75,0.02),0.24)
BALLWHITE=mat('Ball white cap',(0.98,0.98,0.95),0.2)
CYAN=mat('Towel cyan',(0.02,0.65,0.75),0.55)
CORAL=mat('Towel coral',(1.0,0.16,0.11),0.5)
BUCKET=mat('Bucket turquoise',(0.02,0.55,0.7),0.32)
SEA=mat('Sea',(0.02,0.34,0.62),0.28)
# helpers
def uv(name, loc, scale, material, seg=40, rings=24):
    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)
    o.data.materials.append(material)
    bpy.ops.object.shade_smooth()
    return o
def ell(name,loc,scale,matl,rot=(0,0,0)):
    o=uv(name,loc,scale,matl); o.rotation_euler=rot; return o
def cone_between(name,a,b,r1,r2,material,verts=24):
    a,b=Vector(a),Vector(b); mid=(a+b)/2; v=b-a
    bpy.ops.mesh.primitive_cone_add(vertices=verts, radius1=r1, radius2=r2, depth=v.length, location=mid)
    o=bpy.context.object; o.name=name; o.data.materials.append(material); o.rotation_mode='QUATERNION'; o.rotation_quaternion=v.to_track_quat('Z','Y'); bpy.ops.object.shade_smooth(); return o
print('setup done')

Create the airborne corgi beach action still


Code executed successfully: setup done


[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] Code executed successfully: setup done

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] Code executed successfully: setup done

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-1784131970-iIPKWrzyWVzDuIDn2yyt","object":"chat.completion","created":1784131970,"model":"openai/gpt-5.6-sol","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":null,"tool_calls":[{"type":"function","index":0,"id":"call_zUm59G6tPfJuyAdp2ArYJPfS","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy, math, random\\nfrom mathutils import Vector\\n# dog core, tilted forward 8 degrees\\nbody=ell('Long low airborne torso',(0,0,2.25),(2.05,.72,.78),TAN,(0,-0.12,0))\\n# white chest bib as overlapping organic volume\\nell('Fluffy white chest',(1.25,-.08,2.30),(.72,.70,.82),WHITE,(0,-.18,0))\\n# large rump\\nell('Signature round corgi haunches',(-1.42,.02,2.20),(1.02,.82,.93),TAN,(0,-.12,0))\\n# underside white streak\\nell('White belly',(0.35,-.05,1.78),(1.38,.58,.28),WHITE,(0,-.10,0))\\n# neck/head\\nell('Corgi head',(1.82,-.02,2.72),(.86,.67,.75),TAN2,(0,-.12,0))\\n# white blaze forehead\\nell('White facial blaze',(2.03,-.61,2.92),(.25,.10,.55),WHITE,(0,-.12,-.05))\\n# muzzle projects right/front x and camera-facing y negative\\nell('White fox muzzle',(2.52,-.31,2.55),(.68,.48,.38),WHITE,(0,-.10,0))\\nell('Black nose',(3.04,-.34,2.62),(.22,.28,.20),DARK,(0,-.08,0))\\n# mouth open - dark gape and lower jaw\\nell('Open joyful mouth',(2.53,-.30,2.30),(.48,.38,.30),MOUTH,(0,-.08,0))\\nell('Lower white jaw',(2.48,-.25,2.17),(.42,.32,.18),WHITE,(0,-.10,0))\\n# tongue flopping down/back\\nell('Floppy pink tongue',(2.55,-.53,2.06),(.20,.12,.48),PINK,(0.18,0.15,-0.1))\\nell('Tongue rounded tip',(2.46,-.52,1.70),(.20,.13,.20),PINK)\\n# eyes facing visible side\\nfor loc,s in [((2.19,-.62,2.89),(.15,.10,.17)),((2.55,-.48,2.86),(.115,.09,.14))]:\\n    ell('Wide joyful eye',loc,s,DARK)\\n    ell('Eye sparkle',(loc[0]+.035,loc[1]-.085,loc[2]+.055),(.035,.025,.04),BALLWHITE)\\n# brows for panic\\ncone_between('Expressive brow L',(2.06,-.70,3.08),(2.28,-.68,3.13),.025,.035,DARK,12)\\n# ears laid back, triangular prism-like mesh\\ndef ear(name, center, side=1):\\n    cx,cy,cz=center\\n    verts=[(cx-.38,cy-.18,cz-.32),(cx+.32,cy-.18,cz-.28),(cx-.50,cy-.18,cz+.65),\\n           (cx-.38,cy+.18,cz-.32),(cx+.32,cy+.18,cz-.28),(cx-.50,cy+.18,cz+.65)]\\n    faces=[(0,1,2),(3,5,4),(0,3,4,1),(1,4,5,2),(2,5,3,0)]\\n    me=bpy.data.meshes.new(name+'Mesh'); me.from_pydata(verts,[],faces); me.materials.append(TAN); me.materials.append(PINK)\\n    o=bpy.data.objects.new(name,me); bpy.context.collection.objects.link(o)\\n    bevel=o.modifiers.new('Soft furry ear edges','BEVEL'); bevel.width=.10; bevel.segments=3\\n    return o\\near('Left oversized windfold ear',(1.48,-.30,3.20)); ear('Rear oversized windfold ear',(1.68,.28,3.18))\\n# front legs reaching toward ball, short but extended; near y negative\\nfor idx,y in enumerate([-.49,.35]):\\n    # upper down-forward from chest\\n    cone_between(f'Front leg {idx} upper',(1.30,y,2.25),(2.10,y,1.92),.23,.18,WHITE)\\n    cone_between(f'Front leg {idx} forearm',(2.10,y,1.92),(2.84,y,2.12),.18,.14,WHITE)\\n    ell(f'Front paw {idx}',(2.98,y-.03,2.14),(.30,.22,.17),WHITE,(0,.15,0))\\n    # toe lines dark tiny\\n# rear legs trailing backward\\nfor idx,y in enumerate([-.48,.40]):\\n    ell(f'Hind thigh {idx}',(-1.55,y,2.02),(.56,.38,.48),TAN,(0,-.25,0))\\n    cone_between(f'Hind shin {idx}',(-1.70,y,1.90),(-2.38,y,1.65),.24,.15,WHITE)\\n    ell(f'Hind paw {idx}',(-2.60,y,1.67),(.38,.24,.18),WHITE,(0,-.15,0))\\n# tiny bobtail wind swept\\nell('Fluffy bobtail',(-2.05,.02,2.57),(.44,.38,.35),WHITE,(0,-.35,0))\\n# fur silhouette tufts along back/chest/rump\\nfor i,(x,z,ang,ma) in enumerate([(-1.8,2.72,-.4,TAN),(-1.25,2.93,-.2,TAN),( -.55,3.00,.0,TAN),(0.2,2.95,.1,TAN),(0.9,2.94,.3,TAN),(1.1,1.82,2.7,WHITE),(-1.85,2.35,-1.3,TAN)]):\\n    # cone from inner to outward\\n    a=(x,0,z-.08); b=(x+math.sin(ang)*.20,-.03,z+math.cos(ang)*.28)\\n    cone_between('Wind lifted fur tuft',a,b,.13,.015,ma,12)\\nprint('dog created')\",\"user_prompt\":\"Create the airborne corgi beach action still\"}"}}],"reasoning_details":[{"type":"reasoning.encrypted","data":"gAAAAABqV7GLECoQmLkN_-1pwdRK5EseyvBSaBj0xTp3fC2wZ04wzTWKxyOcoikmIe4iWH4TyHxt3l3d1MfMVclFuBfeu4HUhUbuj1P794vUOz7wj3iW7XT4C-5TshbFgngadJnX8EfIjGqw3I-XWPvKj6JkYBMqBsYof_DPwSvZ2hWUCFuHaUMyxR5gHf6SERQN3y-lPAODj_DOst32kPeY_lJt5nAVtKOBA77hfZk6zCe0uHTYIDJcfhKPS9ZUZ9MmU6u_2YuBTO8lMnWu5Ou59TQUrL2_m9P10WejlRhP2NmgVZchU2b52ko_Bz8Wu37AxPQLtIc6TwBMMNQ4l-J-LRnsL40V2UxkrI79evy1Aw7nGW_ZBr7ScL_dUvTQb0ZKX7k3hgsO_C30sx4lU7KTVzF2hH1q-kHJrq8fnIvyLI8MyPpr1Dn8OD2Oc-14YLH4lVkZMyyGDVqVw7xt9f9aL-idIJjpVmE5i0iNWsw1leAJMpMokRdaGqP4-lUlGVkQuO_X0nNlRQuUtSJxDc8Ke78clRJ4W1wWMSlp2J6pf-HuH1sH6x4DGRWdKO-rE5qTIALEvqD8vrtIdtWyAnPVG72ZH8nPQKJMEMb0ouE1TAejjKuTuf_2IhpsQF1ITeimkxOaXJI-nuh_-W6oQppbJp81orxuqgeB65kbrs85XfEcs2Th55Lr7SoAK1jmPIwWGpgJgewnsO8zjlhzVeqO5y4jI1taewcBA9TmKuZWfMkW6tomZL6OC2EsXCq0kKi8K8DANPpWwtTSXtl1y_yOwToblZ29x6Rj6nwPR47-bLV3OwawesjW1w55-P96ignHzaelvHQPT3KNq925iDslesMx5yad7wOV3-ze1T1uwi59lqo2FBEFDAR0hTE5kAEgqtybe_IFnIhLyqFzWfhV1JMD4HVpGo0CD9tcH2xBAQRlKDqrDXzjriqps4jvSmbiHiNRncQoHfciCrIutHTLPCLI4gcfO071HD5fi4Mo6qgcWzw0coM0nB982i2Nw4BjjvwMIz-X4P9oN4j8vB9fvyOH6d2qgzXEzpGWBBLpSjTMdf8QOXNgtKYd-cSgXcuoQnNte6dr4aCcT7TBV51oXIIyucAr9rBF4qi_YXmZmGdYeefCl_rMykxRIItnMvNSzeDeQyDqnTP31tDKGJXibaubdPtr1UoaA5vu5lcQKG1kfhqG5yD-5ynkPCxyWsFUdjXOGNWanKIVXKSRai2LP83GGInQkhSwNGVvmhAf2c9Cwtu-jjxziMxb3sXUn_1ldoJPizKiEmt0vnPfhNfjCwEZCVDYkFvxznJoSwU2yt2AxRxEi3VToAfxuF-TZAneExofPVEEiRYumMZq-uzYPGl_gIMuUQslY9k4e4c1_EgEH3qWGn862xmgz3VeaL0KOqEbF_KSs2Bn_P5uGIN03zDCFM5QLET76RpMHNIl6v5X5CYk01Jeb-jF8-TjvzCy2Yw80A7aSg5SNfh8O4sd22XG4soyWojq3m8S40cKraJngeNB_DEEqOiVyXo9UVgXSTAZcdU8tHdgAiByqmcRkM-Js0KYJEJ63HXc2KJamt7oJcob0tfsddWsLRq6lY1AIujXDbWBDJcCmoGOLUeoUYWFg1RdMJsi7alz0iwn5K5H3mFaxj49HQ9KoGhAO-caNey1C6UGgubM88LGlmJmW-oH3foCH-Ce95qtjug0zUf64tottmvOtdYYfKvdR5Xvp3eD0TzPQ0D4QWkI8knmUJzf155fA0s5GY76srXTm6dncCrNOSMpIp0pRvkIoh0jyDkZvzEQ08TBcIeAl1pxZDUOs9EuNKNS6XmGf14XZFQpZ35U5xENTMlwA0tcZgYDKyHctSk4K80KxEg_6Ncov-6IEzN04iIpjhxQ5atJIbjAs9rMl09M1jOYNc7Sp77z-ze1Pp-YvaN9zszpu-lIgmCsfh19zI9rjnIedGJZMxe9BK5olS-4L_-Ei3fleHjCYBx-WonDPZ6oWWlEsOJBWyz51d8aMSTLilLZXq1bCJgomBFIQZ-XIUeok_R4a_yh1LmMpukHnwxwMhsANPROpFFQKQZCB0YAWRpfizS47F2AzXAhyOkP3nVLjahKCyZ-Mwcq1aWfkIMCfwnZi2Sv7Krglyn48ICsUPwbog8sU9__YtuOxLv5k5rZD823dcC8rPuqpvNKhg1x-G4MdOZo4GnPjHplqVfnUwH8DZKJ46G8I_alSx0=","format":"openai-responses-v1","id":"rs_0639ac50a0574bd7016a57b1838af481958ac2afe7801b2796","index":0}]}}],"usage":{"prompt_tokens":5047,"completion_tokens":1716,"total_tokens":6763,"cost":0.0594795,"is_byok":false,"prompt_tokens_details":{"cached_tokens":4094,"cache_write_tokens":950,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.0594795,"upstream_inference_prompt_cost":0.0079995,"upstream_inference_completions_cost":0.05148},"completion_tokens_details":{"reasoning_tokens":222,"image_tokens":0,"audio_tokens":0}}}

Create the airborne corgi beach action still


Error executing code: Communication error with Blender: Code execution error: name 'ell' is not defined