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. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. 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.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. 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. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.


## Task

Complete the following Blender task:

<task>

A colossal glowing mushroom whose underside has grown into a reaction-diffusion structure and become the center of a small treehouse habitat. The pattern is not painted onto the surface and is not an image texture: generate it procedurally inside Blender using Geometry Nodes simulation zones, dynamic paint, or another iterative reaction-diffusion method, and make it drive real displaced or modeled geometry.

Mushroom form. Use a broad, low, flattened cap rather than a rounded dome. Its upper surface is gently convex, slightly irregular, and softly leathery, with undulating edges like a monumental oyster or mature shelf mushroom. Let several margins curl upward so the luminous underside remains naturally visible. A thick fibrous stem, slightly off-center, rises from decaying wood, moss, soil, and visible mycelium threads.

Reaction-diffusion underside. Replace ordinary straight radial gills with a dense branching network of raised folds, channels, and labyrinthine ridges. Near the stem the structure begins as broad, sparse, partly radial channels. Moving outward, the folds split, reconnect, and become progressively denser, culminating in a tightly packed maze near the cap edge. It must feel like mushroom gills transformed by one continuous biological growth process, not a maze stamped onto a flat disc. Give the geometry enough depth to cast real shadows.

Scale and habitat. The mushroom is enormous — large enough to support habitation — and should feel mysterious rather than like a specimen on a tabletop. Build several small treehouses around it, attached to nearby trunks, roots, and elevated platforms encircling the mushroom rather than sitting on top of the cap. Connect them with narrow rope bridges, ladders, suspended walkways, and small lookout decks. Warm window lights and tiny architectural details establish scale, but the dwellings remain secondary to the mushroom and must not obscure its underside pattern.

Living environment. Surround the habitat with old forest trunks, hanging moss, ferns, roots, drifting spores, and deep atmospheric layers. A fine dusting of spores collects below the outer rim. Keep openings between the treehouses so the silhouette of the giant cap and the base-to-edge progression of the reaction-diffusion structure remain readable.

Materials and glow. Use subtle subsurface scattering in the mushroom flesh, a soft dry finish across the upper cap, and a more moist, translucent quality beneath it. The reaction-diffusion folds emit a controlled teal bioluminescent glow, strongest inside the channels and along branching edges. That teal light should illuminate the stem, nearby platforms, foliage, and mist without flattening the physical relief.

Lighting and palette. Make the surrounding scene predominantly warm orange: amber lanterns, rust-orange forest haze, ochre bark, copper foliage, and a distant sunset or firelit ambient source. The teal underside is the cool focal contrast inside this orange world. Use low raking light across the underside in addition to the emission so individual ridges retain distinct shadows and never dissolve into a flat glowing surface.

Composition. Use a low three-quarter camera looking upward beneath the giant mushroom. The underside should dominate the frame, while enough of the flattened top silhouette and the ring of surrounding treehouses remain visible to communicate both form and scale. The reaction-diffusion structure is the key element: its branching, splitting, reconnection, increasing density, real displacement, and teal glow must be unmistakable at first glance.

</task>