[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. 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.

[User]
## Task

Complete the following Blender task:

<task>

A red sphere of 1 meter diameter resting on a white ground plane — touching it
exactly, neither floating nor sunk. Smooth shading, a plain red material on the
ball, plain white on the floor.

The floor is the sphere, the color, and the contact. The ceiling is presentation:
a soft believable shadow under the ball, a hint of glossiness that catches the
light, and clean framing.

</task>

        Execute Python code in the connected Blender instance.

        The code runs in Blender's Python environment with full access to ``bpy``.
        To return data, assign a JSON-serialisable dict to a variable named ``result``.
        Deferred completion via ``check_is_finished`` is only supported by the
        interactive addon server, and is rejected in background mode.

Code

execute_blender_codeArguments

        Execute Python code in a background Blender process.

        Opens *blend_file* with ``blender --background`` and runs *code*.
        Assign a dict to ``result`` to return data.

Blend File

Code

execute_blender_code_for_cliArguments

Return a summary of the blend file: data-block counts, active workspace, and render engine.

get_blendfile_summary_datablocksArguments

Return a data-block summary by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_datablocks_for_cliArguments

        Report external file references that are missing from disk
        (images, libraries, fonts, sounds, movie clips, caches, sequences).

get_blendfile_summary_missing_filesArguments

Report missing file references by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_missing_files_for_cliArguments

Return a tree of directly and indirectly linked library files.

get_blendfile_summary_of_linked_librariesArguments

Return linked-library info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_of_linked_libraries_for_cliArguments

Simple/fast access to the blend file's path, save status, age, and backups.

get_blendfile_summary_path_infoArguments

Return path info by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_path_info_for_cliArguments

Guess the primary use-cases of the current blend file (scored 0-100 with certainty).

get_blendfile_summary_usage_guessArguments

Guess use-cases by opening *blend_file* in background Blender.

Blend File

get_blendfile_summary_usage_guess_for_cliArguments

        Return a structured summary of the object identified by *name*.

        Includes type, transforms, parent, children, modifiers, constraints,
        materials, visibility, data-block name, and collections.

Name

get_object_detail_summaryArguments

        Return the scene's collection hierarchy and their objects.

        Each collection lists its objects (name, type, parent, data name,
        selection, visibility) and nested child collections.

get_objects_summaryArguments

        Return the Blender Python API docs for *identifier*, or list
        modules matching a trailing-``*`` discovery pattern.

        *identifier* should be a fully-qualified Python name (e.g.
        ``bpy.app`` or ``bpy.types.Scene.frame_current``).
        The trailing-``*`` forms are supported as discovery entry-points:

        - ``*`` enumerates the top-level modules (``bpy``, ``bmesh``,
          ``mathutils``, ``gpu``, ...).
        - ``X.*`` enumerates the direct-child identifiers under the
          *X* namespace (``bpy.*`` -> ``bpy.app``, ``bpy.context``, ...).

        Both return a ``namespace`` response even when ``X.rst`` would
        otherwise resolve to ``exact``; the ``.*`` form lets an agent
        force the child listing.

        The response always carries ``kind``, ``found``, and ``identifier``.
        The remaining keys depend on ``kind``:

        - ``"exact"`` (``found=True``): ``<identifier>.rst`` was read.
          Extra keys: ``content`` (RST text), ``examples``. When the
          file exceeds 32 KB, ``content`` is replaced with a dot-point
          summary of the file's top-level definitions (prefixed by a
          header noting the truncation) and ``examples`` is empty -
          re-query individual members for their rendered blocks.
        - ``"namespace"`` (``found=True``):
          no ``<identifier>.rst`` but ``<identifier>.<child>.rst`` siblings exist.
          Extra key: ``submodules`` (list of child identifiers).
        - ``"definition"`` (``found=True``):
          *identifier* is defined inside a parent RST
          (e.g. ``bpy.props.IntProperty`` lives in ``bpy.props.rst``).
          Extra keys: ``content`` (rendered block), ``examples``.
        - ``"partial"`` (``found=False``):
          the parent RST was located but the trailing component isn't defined in it.
          Extra keys:
          - ``parent`` the identifier whose RST was loaded.
          - ``available`` top-level definitions in that RST.
          - ``submodules`` sibling identifiers ``<parent>.<child>`` with their own RSTs,
            filtered to those whose last component contains every character of the missing tail.

          For a toctree landing page like ``bpy.types`` ``available`` is empty and ``submodules``
          is the near-miss list; for a self-contained module like ``bpy.props`` it's the reverse.
        - ``"suggestions"`` (``found=False``):
          no direct match, but *identifier* appears as a component of other files.
          Extra key: ``suggestions`` (list of full identifiers).
        - ``"missing"`` (``found=False``): nothing matched.

        ``examples`` (present on the ``exact`` and ``definition`` kinds)
        is a list of ``{path, content}`` entries referenced from this documentation.

Identifier

get_python_api_docsArguments

        Take a screenshot of a single Blender area and return it as a PNG image.

        *area_ui_type* matches the area's ``ui_type``.

        *size_limit_in_bytes* caps the image size in bytes.
        Zero (the default) uses the MCP message size limit.

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

        Take a screenshot of the entire Blender window and return it as a PNG image.

        *size_limit_in_bytes* caps the image size in bytes.
        Zero (the default) uses the MCP message size limit.

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

Return a JSON description of the Blender window layout, areas, active object, and selection.

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

        Switch to a workspace whose main area matches *space_type*.

        If *allow_edits* is True and no matching workspace exists, a new one
        is created by duplicating the current workspace.

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

        Move the 3D viewport to focus on an object by *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

        Move the 3D viewport to the object whose data block matches *name*.

        If *allow_edits* is True the object may be un-hidden and its
        collections enabled to make it visible.

Name

Allow Edits

Render a small, low-quality thumbnail to *output_path* (temporarily overrides settings).

Output Path

render_thumbnail_to_pathArguments

Render the current scene to *output_path* using current render settings.

Output Path

render_viewport_to_pathArguments

Full-text search over the bundled Blender Python API reference.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_api_docsArguments

Full-text search over the bundled Blender user manual.

Returns a ranked list of hits. Each hit has:

- ``path``: file path relative to the bundled docs.
- ``text``: the matching paragraph plus ``context``
  paragraphs on either side.
- ``breadcrumb``: the section path containing the hit
  (``Section > Sub-section > ...``).
- ``index``: the hit's position in the result list.
- ``score``: a relevance score; higher is better.

The query is tokenised on whitespace and matched
case-insensitively. Every token must appear somewhere in
the paragraph body, the file path, or an enclosing section
title - in any order. Common English stop-words (``the``,
``a``, ``how``, ``to``, ...) are dropped, so natural
phrasings like ``"how to bake"`` work as expected. Regular
expressions are not supported.

Use ``context`` to pull more surrounding paragraphs into
each hit (symmetric, default 0). Use ``index`` with the
position of a previous hit (same query) to get that hit
alone with its text widened to its enclosing section.

Read-only; consults bundled RST files only.

Query

Max Results

Context

Index

search_manual_docsArguments

[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. 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.

[User]
## Task

Complete the following Blender task:

<task>

A red sphere of 1 meter diameter resting on a white ground plane — touching it
exactly, neither floating nor sunk. Smooth shading, a plain red material on the
ball, plain white on the floor.

The floor is the sphere, the color, and the contact. The ceiling is presentation:
a soft believable shadow under the ball, a hint of glossiness that catches the
light, and clean framing.

</task>

Code

execute_blender_codeArguments

Blend File

Code

execute_blender_code_for_cliArguments

get_blendfile_summary_datablocksArguments

Blend File

Blend File

Blend File

get_blendfile_summary_path_infoArguments

Blend File

get_blendfile_summary_usage_guessArguments

Blend File

Name

get_object_detail_summaryArguments

get_objects_summaryArguments

Identifier

get_python_api_docsArguments

Area Ui Type

Size Limit In Bytes

get_screenshot_of_area_as_imageArguments

Size Limit In Bytes

get_screenshot_of_window_as_imageArguments

get_screenshot_of_window_as_jsonArguments

Switch the active workspace tab to *name*.

Name

jump_to_tab_by_nameArguments

Space Type

Allow Edits

jump_to_tab_by_space_typeArguments

Name

Allow Edits

Name

Allow Edits

Output Path

render_thumbnail_to_pathArguments

Output Path

render_viewport_to_pathArguments

Query

Max Results

Context

Index

search_api_docsArguments

Query

Max Results

Context

Index

search_manual_docsArguments

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-1784226219-St83XwKLZAUY03mA9BeO","object":"chat.completion","created":1784226219,"model":"moonshotai/kimi-k3","provider":"Moonshot AI","system_fingerprint":"fpv0_15e428e8","service_tier":null,"choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"tool_calls","message":{"role":"assistant","content":"I'll start by checking the environment, then build the scene step by step: the exact-contact sphere, materials, lighting, camera, and render settings.","refusal":null,"reasoning":"Let me break down this task:\n\n1. A red sphere, 1 meter diameter (radius 0.5m), resting on a white ground plane — touching it exactly (sphere center at z=0.5, ground at z=0)\n2. Smooth shading on the sphere\n3. Plain red material on the ball, plain white on the floor\n4. Presentation: soft believable shadow under the ball, hint of glossiness, clean framing\n5. Camera setup for a well-composed presentation render\n6. Lighting that works in Cycles\n\nLet me plan:\n- Create a UV sphere with radius 0.5, center at z=0.5\n- Smooth shading\n- Red material: Principled BSDF, red base color (something like a nice saturated red, e.g. (0.8, 0.02, 0.01) in linear... actually Blender color picker values), roughness around 0.25-0.35 for a hint of glossiness\n- Ground plane: white material, slight roughness (maybe 0.5-0.7), large plane\n- Lighting: a large area light (soft shadows) key light, maybe a fill light, and a subtle world background (light gray, not pure white to avoid overexposure)\n- Camera: positioned at a 3/4 angle, slightly above, framing the sphere nicely. Maybe use a 50mm lens.\n- Ground contact: exact — sphere center z = 0.5 exactly, plane at z = 0\n\nFor soft believable shadow: use a large area light. Maybe also add a subtle contact shadow via... in Cycles, contact shadows are natural. A big soft area light gives soft shadow.\n\nComposition: sphere centered-ish, maybe slightly off-center with rule of thirds. Camera at maybe (3.5, -3.5, 2.5) looking at (0,0,0.4) or so.\n\nGround plane should be large enough that its edges aren't visible, or use a cyclorama-like backdrop? The task says \"white ground plane\". A simple large plane with white material. For clean framing, I could make the plane big (like 100m) so horizon is at infinity... but then the background in the camera would show world color beyond the plane horizon. A big plane at 200m size would put the horizon line far. Alternatively, a curved backdrop (studio cyclorama) would be cleaner. But the task explicitly says \"white ground plane\" — I'll use a large plane, maybe 50x50 m, and frame so the horizon is subtle or out of frame. Actually, with camera looking slightly down, a large plane fills the background nicely.\n\nLet me also consider adding slight bevel... no, it's a perfect sphere.\n\nRender setup: Cycles, 1536x1536. The benchmark overrides render settings, but I should set them anyway for my own preview and the saved scene. Set samples 64, denoise on.\n\nFor the GLB export: sphere + plane + materials (simple Principled) + camera + lights — all export fine.\n\nLet me think about exact contact: UV sphere with radius 0.5 at z=0.5 touches plane at z=0 at exactly one point (bottom vertex if segments align). With a UV sphere, the bottom pole is a vertex at z=0 exactly. Good.\n\nSmooth shading: set polygons use_smooth = True. The pole vertex normals will be fine.\n\nRed material: Principled BSDF:\n- Base Color: (0.8, 0.0, 0.0) in linear → in Blender's default, setting via Python uses linear values directly. A nice red: (0.8, 0.02, 0.015) maybe. For a vibrant red in sRGB ~ (0.9, 0.05, 0.05). Let me use (0.65, 0.008, 0.005) linear which is a rich red. Actually simpler: base_color = (0.8, 0.02, 0.02, 1.0). In render it will look red.\n- Roughness: 0.28 for hint of glossiness\n- Maybe clearcoat? \"hint of glossiness that catches the light\" — a moderately low roughness with a bright area light gives a nice specular highlight. Could add slight coat (clearcoat) 0.0-0.2. Keep it \"plain red material\" though — so Principled with base color red, roughness ~0.3. That's plain enough.\n\nWhite floor:\n- Base Color: (0.9, 0.9, 0.9) or pure white (1,1,1). Slightly off-white avoids blowout: 0.95? \"plain white\" — use (0.9, 0.9, 0.9) which still reads white. Roughness 0.6 maybe. A bit glossy floor could reflect the sphere subtly — but \"plain white\" suggests matte-ish. Roughness 0.5 gives subtle sheen. Let me use 0.55.\n\nLighting:\n- Key: Area light, large (size ~4-5m), positioned up and to the side, energy ~800-1200W, color slightly warm white (1.0, 0.98, 0.95).\n- Fill: another area light weaker from the opposite side, or rely on world. World strength 0.3-0.5 with a light gray color gives soft ambient fill.\n- Soft shadow: large area light → soft penumbra. \n\nFor a \"believable\" contact shadow, in Cycles it happens naturally. Could also enable AO but Cycles does GI naturally.\n\nCamera:\n- 50mm lens, at maybe (3.2, -3.2, 2.2), looking at (0, 0, 0.45). Sphere centered in frame, some headroom. Square frame 1536x1536.\n- Maybe shift the composition slightly: place sphere slightly below center with space above? A clean product shot: sphere centered, shadow visible to one side.\n\nDepth of field: slight DOF could be nice but risky; keep f/8-ish or disable. Clean framing — I'll keep everything in focus (no DOF or very mild). Let me skip DOF for crispness.\n\nColor management: AgX (Blender 4.x default), look \"AgX - Medium High Contrast\" maybe. Set view transform AgX, look 'AgX - Medium High Contrast' for pleasing contrast.\n\nWorld: color slightly gray (0.05 strength?) Let me use a light gray world (0.6) with strength 0.4 for ambient. Or use a gradient via Sky Texture — overkill. Simple flat world fine.\n\nPlane size: 30m? If camera looks down at ~20-30 degrees, the plane horizon may be visible as a line. With a 30m plane centered at origin, edge is 15m away; camera at ~4.5m distance height 2.2m — the horizon line of the plane edge would be visible in the background unless the world color matches. To be safe, make plane 200x200m (edge at 100m — angular position below horizon, not visible beyond... actually the edge at 100m with camera height 2.2: the plane extends to where it visually meets horizon. A finite plane edge at distance 100m appears slightly below eye level horizon. The world background above. If world is gray and plane is white, there'd be a horizon line. Hmm.\n\nOptions:\n1. Huge plane (1000m) — edge essentially at horizon, minimal visible line.\n2. Curved backdrop — but task says \"plane\".\n3. Angle camera down enough that frame is filled by plane.\n\nA clean product-shot framing: camera slightly above sphere equator, looking slightly down; with a 100m+ plane, the horizon line would appear in the upper part of the frame where plane meets world gray. That could actually look fine — a subtle horizon. But \"clean framing\" suggests a seamless look. Many product shots show a faint horizon line which looks natural. Alternatively, make world color also white-ish so the transition is soft. With world grayish-white (0.7) and white plane, horizon line would be subtle, and the area light dominates.\n\nActually, a nice approach: use a moderately large plane (e.g., 60m), keep the camera low enough that the horizon is near the top edge of the frame or out of it. Let me compute: camera at (3.2, -3.2, 2.0), looking at (0,0,0.45). The view direction tilts down. Vertical FOV for 50mm on 36mm sensor (square 1536 render — sensor fit horizontal 36mm; vertical FOV = 2*atan(18/50) ≈ 39.6°). Looking down at angle ~ asin((2.0-0.45)/dist)... dist horizontal = sqrt(3.2²+3.2²)=4.53, dz=1.55, angle ≈ 18.9°. Top of frame ray is at 18.9° up... wait, 19.8° - 18.9° ≈ 0.9° above horizontal. So the horizon would be just near the very top of frame. With a 200m plane, edge at 100m appears at atan(2.0/100) ≈ 1.15° below horizontal — slightly below the top of frame. So there might be a thin sliver of world visible at the top. Hmm.\n\nTo be safe: raise camera a bit and look down more, or enlarge the plane to 500m so edge is below top of frame... edge at 250m: atan(2/250)=0.46° below horizontal; top of frame at 0.9° above horizontal → world visible as band ~1.36° ≈ 5% of frame at top. Still a sliver.\n\nBetter: tilt camera down a touch more so the top of frame is at/below horizontal: e.g., look at (0,0,0.3) from height 2.2, or move camera closer/lower. Alternatively frame with sphere lower third, camera lower height (1.2m) looking at sphere center 0.5: tilt down small.\n\nSimplest robust approach: use a large plane (like 100m) AND set the world to a very light gray that closely matches the plane's appearance under the lighting. A slight horizon gradient actually looks like a studio sweep. Hmm, but a hard line could appear.\n\nActually cleanest: make the ground plane truly large (radius 500m disc) and put the camera so the top of the frame is below the horizon — meaning frame is entirely filled by the floor. That gives a pure white backdrop with sphere and shadow — very clean, minimal. Like a top-down-ish 3/4 view. Camera at (2.6, -2.6, 2.6) looking at (0,0,0.3): horizontal dist 3.68, dz 2.3, down-tilt ≈ 32°. Top of frame: 32-19.8 = 12.2° below horizontal. Horizon (plane edge at 500m) at atan(2.6/250)=0.6° below horizontal. So frame entirely floor. But a 32° down view shows the sphere somewhat from above — still nice, shows the contact shadow well. Maybe a bit less steep: camera (3.4, -3.4, 2.2), look at (0,0,0.35): horiz dist 4.81, dz 1.85, tilt 21°. Top of frame 1.2° below horizontal. Edge of 500m plane at ~0.5° below horizontal — a sliver of world could still show near top between 0.5° and 1.2° below... no wait: top of frame at 1.2° below horizontal means rays go downward from there; the plane edge at 0.5° below horizontal is ABOVE the top of frame?? 0.5° below is higher in the frame than 1.2° below. So the plane edge would be visible inside the frame (a band of world above the edge line, from 0.5° to 1.2° below horizontal). Hmm, that world band would show.\n\nUgh, finite planes are annoying. Two clean solutions:\n1. Make plane effectively infinite (Blender has \"infinite plane\" only via very large mesh). 2000m plane: edge at 1000m, at camera height 2.2m: 0.126° below horizontal. If top of frame is >0.126° below horizontal, no world visible. With tilt 21°, top at 1.2° below → fine, all floor. 2000m plane with 4 verts — fine for rendering, but GLB with 2000m plane is okay too (evaluators orbiting might find it odd but it's just a floor). Scale issues in viewers: fine.\n\n2. Use a world color matching and accept horizon. \n\nI'll go with a large plane (maybe 1000m, edge at 500m) and camera framing where top of frame is clearly below horizon line. Also keep a light-gray world so any grazing view is bright.\n\nActually, let me reconsider composition. A very clean, classic product render: sphere on seamless white background, camera at roughly sphere equator height or slightly above, sphere centered, soft shadow falling to one side. If the frame top is below horizon, the background is pure white floor — seamless. \n\nLet me design:\n- Camera: 70mm lens for flatter, more elegant look? 50-70mm fine. Position: (3.0, -3.0, 1.9), target (0, 0, 0.35). dist horiz = 4.24, dz = 1.55, tilt ≈ 20.1°. Top of frame with 60mm lens: vfov = 2*atan(18/60)=33.4°, half 16.7°. Top ray: 20.1-16.7 = 3.4° below horizontal. Plane edge (500m): atan(1.9/500)=0.22° below → not in frame. \n\nSphere framing: sphere center at 0.5 height. Angular size: radius 0.5 at dist ~4.5m → ~12.7° tall vs 33.4° frame height → sphere occupies ~38% of frame height. Nice. With target slightly below center (0.35), sphere sits a bit above center of frame — headroom below for shadow. Shadow cast to one side depending on light direction.\n\nLight placement: key area light at (-3, -2, 5) pointing at sphere → shadow falls toward +x+y (away-right). Shadow visible on the floor in front-right of sphere. \n\nFill light: weaker area at (4, 1, 3) to soften the shadow side, energy ~300W, larger size for very soft.\n\nWorld: strength 0.25, color (0.8, 0.8, 0.8)-ish → gentle ambient lift so shadow isn't pure black. Actually with AgX and white floor bounce, shadows get decent fill from bounce light. Keep world modest.\n\nSamples: 64 (benchmark overrides anyway). Denoise on.\n\nResolution: 1536x1536, 100%.\n\nLet me also add subtle bevel to floor edge? Not needed; infinite-ish plane.\n\nExtra polish ideas:\n- Slight clearcoat on sphere (coat_weight 0.15, coat_roughness 0.2) for \"hint of glossiness\". Principled roughness 0.3 alone gives glossy highlight. Adding coat makes it look like a lacquered ball — \"plain red material\" though. I'll keep it simple: base red, roughness 0.28, specular IOR level default 0.5. That gives a clean highlight from the area light. Maybe roughness 0.25.\n\nHmm, \"plain red material on the ball\" — so don't overdo. Red + slight gloss (roughness ~0.25-0.3). \n\n- Contact: exact. Set sphere location z = 0.5 exactly. Apply no transforms weirdness: create sphere at origin, set radius 0.5, location.z=0.5.\n\nPrecision: bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5, location=(0,0,0.5)). Bottom pole at z = 0.5-0.5 = 0.0 exactly (floating point: radius 0.5 exactly representable, location 0.5 exact → bottom exactly 0). Good. Segments 64, ring_count 32 for smoothness. Default 32x16 might show facets on silhouette in high-res render; use segments=96, ring_count=64? UV sphere with 64/32 is quite smooth. Let's do 96 segments, 64 rings? That makes pole vertex density weird but fine. Actually shade smooth + subdivision? A UV sphere 64x32 is plenty smooth for 1536px render. I'll use segments=128, ring_count=64 for a perfect silhouette? Overkill but cheap (~8k faces... 128*64=8192 quads, fine).\n\nHmm wait, also consider using a round-cube? No — sphere is a sphere.\n\n- Ground plane: add mesh plane size 2 → scale 500 → 1000m. Or primitive_plane_add(size=1000). Fine.\n\nMaterials GLB-compatible: simple Principled → exports as metallic-roughness. \n\nCamera in GLB: exported. Lights: area lights export to glTF KHR_lights_punctual? Area lights become... glTF punctual lights only support point/spot/directional. The benchmark's GLB export \"supported lights\" — area lights may convert to point or be dropped. That's okay; the 2D render is primary. I could add a sun light at low strength? Hmm — if area lights don't survive GLB, the interactive view would be dark (viewers often add their own environment though; many glTF viewers use an environment map by default, e.g., model-viewer adds lighting). The benchmark says \"supported lights\" are included — likely they convert. To be safe for the 3D view, I could also add a weak sun light? That would add a second shadow in the render — bad. Alternatively keep render lighting purely from area lights and trust the GLB converter. Three.js viewers with no lights and standard materials → black except emissive... risky. \n\nOption: use a Sun light as the key instead of area? Sun gives hard shadows (angular radius can soften: sun angle). A sun with angle ~10-20° gives soft-ish shadow. But area light gives nicer soft shadow. Compromise: main key = large area light; plus a very dim sun (strength 0.3, angle large) matching direction so in render it barely changes things but in GLB there's at least a directional light. Hmm, but \"best-effort GLB... supported lights\" — Blender's glTF exporter supports KHR_lights_punctual: exports point, spot, sun (directional). Area lights are NOT exported (they're ignored). So a sun would export.\n\nBut adding a sun changes my render. A sun at 0.2-0.5 strength with angle 0.5 rad would add a second soft shadow — could muddy the \"clean\" look. Alternative: make the sun the ONLY key light, with a large angle for softness (angle = 0.3 rad ≈ 17°). Sun soft shadows in Cycles: shadow softness = sun angle; at 17° very soft. Then world provides fill. That keeps ONE light that exports to GLB perfectly, soft shadows in render, and fill from... world doesn't export to GLB either (glTF has no world lighting; some exporters add nothing). Model-viewer default environment would handle it.\n\nHmm, let me think about what the benchmark does: \"best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights.\" So supported lights = whatever the exporter supports. A sun exports. Area lights don't (Blender glTF exporter: only directional/point/spot via KHR_lights_punctual). \n\nDecision: Use a Sun (key, soft angle) + large Area light(s) for render quality. The sun at moderate strength contributes meaningfully; area light adds soft wrap. In GLB, sun survives → scene still lit directionally. Also many 3D preview setups add environment lighting anyway.\n\nActually, better hybrid: Sun strength ~2-3 with angle 0.35 (soft), plus one big area light as soft fill from camera side (energy ~200-400). In render: sun gives defined-but-soft shadow; area light lifts shadows and adds a nice broad specular highlight on the sphere. In GLB: sun alone lights it fine.\n\nWait — but a big specular highlight needs the area light positioned so its reflection is visible on the sphere from camera view: place area light up-left-front (camera at -y looking +y; camera at (3,-3,1.9) looking toward origin i.e. direction (-3,3,-1.55)... hmm camera at (3,-3) means looking toward (-3,+3) direction → facing the corner. Let me set: camera at azimuth 45°, i.e., position (d*sin45, -d*cos45, h) = (3, -3, 1.9)? That's azimuth 45 in the -y quadrant... Let me not overcomplicate: camera position (2.8, -2.8, 1.9), looking at (0,0,0.35). Camera view direction ≈ (-0.58, 0.58, -0.32) normalized roughly. The visible \"front\" of the sphere is the (-y, +x)-ish side... wait, camera is at +x,-y, so it sees the +x/-y faces. Light for highlight should come from the camera's upper-left in view space: e.g., position (-2.5, -3.5, 5)? Its reflection on the sphere would appear on the upper-left of the ball as seen from camera at (2.8,-2.8). Hmm, mirror geometry: highlight appears where the light direction mirrors view direction across the surface normal. For a highlight on the upper-left of the sphere's disk (as seen by camera), light should be roughly on the opposite side horizontally from camera's right... \n\nSimple approach: put the key area light up and to the left of the camera (camera-left = world -x-ish when camera looks +x... camera right vector: view dir (-0.58,0.58,-0.32), up ~z; right = view × up ≈ ... let me not compute; I'll eyeball with a test render and adjust. That's the practical way: render preview, look, adjust.\n\nPlan of action:\n1. Clear scene.\n2. Create ground plane (size 1000, at z=0), white material.\n3. Create UV sphere radius 0.5 at z=0.5, smooth shading, red material.\n4. Sun light (soft angle), area key light.\n5. World light gray, low strength.\n6. Camera + target constraint (track-to) or compute rotation directly.\n7. Render settings: Cycles, 64 samples, denoise, 1536x1536, AgX medium-high contrast.\n8. Test render to PNG, view screenshot, iterate on lighting/composition.\n9. Save blend file.\n10. DONE.\n\nWhere to save? I'll save as something like /tmp/... no — benchmark presumably captures the live session's saved file? \"save a complete scene\". I'll save to a path like \"red_sphere_scene.blend\" in the current working directory (use bpy.path.abspath(\"//\")). Let me check path info first with get_blendfile_summary_path_info.\n\nLet me start executing.\n\nStep 1: Check current state quickly (objects summary + path info) — can do in one code execution. Then build.\n\nActually, let me just build everything in one big script, then preview-render and iterate. I'll be careful with the API:\n\n- bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5, segments=96, ring_count=64, location=(0,0,0.5)) — parameter name is ring_count? The operator params: segments, ring_count. Yes: `bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=1.0, ...)`. \n\n- Smooth shading: for obj.data.polygons: p.use_smooth = True. In Blender 4.1+, shade_smooth operator changed but setting polygons directly works. Also could add \"Smooth by Angle\" but not needed for a sphere.\n\n- Materials: create, use_nodes, get Principled BSDF node by name 'Principled BSDF', set inputs['Base Color'].default_value = (0.8, 0.01, 0.01, 1), inputs['Roughness'].default_value = 0.28. In Blender 4.x, Principled input names: 'Base Color', 'Metallic', 'Roughness', 'IOR', 'Alpha', 'Coat Weight', etc. I'll set carefully with .get().\n\n- Blender version check: bpy.app.version. Adjust AgX look name accordingly: Blender 4.x: scene.view_settings.look = 'AgX - Medium High Contrast'? In 4.0 the enum is 'AgX - Medium High Contrast'. In 4.2+ it might be just 'AgX - Medium High Contrast' still? Actually in 4.2 looks renamed... The look names in Blender 4.0-4.1: 'None', 'AgX - Very Low Contrast', ... 'AgX - Medium High Contrast', etc. In Blender 4.2+, I believe they became 'AgX - Medium High Contrast' still... Hmm, in 4.2 the looks are: None, AgX - Very Low Contrast, AgX - Low Contrast, AgX - Medium Low Contrast, AgX - Medium High Contrast, AgX - High Contrast... I think still valid. I'll try/except and list enum items if fails. Safer: set view_transform='AgX' and leave look at default ('None'), and just tune exposure if needed. Medium High Contrast usually improves product shots. I'll attempt with fallback.\n\n- Camera: bpy.ops.object.camera_add(location=...); set rotation via track-to constraint to an empty, or compute quaternion: direction = target - loc; rot_quat = direction.to_track_quat('-Z', 'Y'); cam.rotation_euler = rot_quat.to_euler(). I'll use that (no constraint → cleaner for GLB export... constraint wouldn't export rotation anyway unless applied; direct rotation is best).\n\n- Sun: bpy.ops.object.light_add(type='SUN'); sun.data.energy=2.5; sun.data.angle=0.35; rotation: point from (-2,-3,5)-ish direction. Sun rotation: use rotation_euler. Direction of sun = local -Z. To have light coming from up-left-back... I'll set rotation via track quat: sun_dir pointing from light position toward origin. Let sun \"position\" be at azimuth opposite camera for cross lighting: sun at direction (-3, -1, 5) normalized... I'll compute rotation = (target - pos).to_track_quat('-Z','Y') with pos=(-3,-1.5,5), target=(0,0,0).\n\nHmm wait: shadow should fall visibly on the floor near the sphere, ideally toward the camera-right or front so it's clearly seen in frame. Camera at (2.8,-2.8,1.9) looking NW-ish toward origin. Light from (-3,-1.5,5) → shadow cast toward (3,1.5) direction on floor → that's away from camera (behind-right). From camera's view, shadow extends behind the sphere to the right — partially occluded by the sphere itself. Better: light from (-3, -4, 5)? Shadow toward (3,4)... still +y away. Camera looks from -y side, so +y is away from camera (into the screen). Shadow going into the screen-right is fine and visible to the right of the ball. Or light from (1, -4, 5) (camera side, to the right): shadow falls toward (-1, 4) → to the left-back, visible on the left of the sphere in frame. Light roughly from camera direction makes shadows hidden behind ball. Classic: key from camera-left, shadow to the right in frame. Camera at (2.8,-2.8): camera-left in world ≈ direction (-1,-1,0)-ish rotated... camera forward f = target-pos = (-2.8,2.8,-1.55) normalized ≈ (-0.63,0.63,-0.35)... wait norm = sqrt(2.8²+2.8²+1.55²)= sqrt(7.84+7.84+2.4)=sqrt(18.08)=4.25. f=(-0.66,0.66,-0.36). Camera right = f × world_up? Standard: right = f.cross(up) with up=(0,0,1): (-0.66,0.66,-0.36)×(0,0,1) = (0.66*1 - (-0.36)*0, (-0.36)*0 - (-0.66)*1, ...) = (0.66, 0.66, 0). So camera-right in world ≈ (0.66,0.66,0) → normalized (0.707,0.707,0). Camera-left = (-0.707,-0.707,0). So placing key light toward camera-left-above ≈ position direction (-2.5,-2.5,4.5) relative to origin. Shadow then falls toward camera-right ≈ (+0.7,+0.7) → into the screen-right. Visible to the right of the ball. \n\nKey area light at (-2.5,-2.5,4.5), size 3m, energy ~600-900W (area light power in W; for a 3m light at ~5.7m distance, 700W gives decent illumination on white floor; will verify with test render).\n\nSun: same general direction but maybe from slightly different azimuth for a bit of definition; energy 1.5, angle 0.4. Hmm, two shadow sources → double shadows. Maybe drop the sun for the render's sake and risk dark GLB? The prompt emphasizes presentation quality (\"The ceiling is presentation\"). And GLB: \"supported lights\" included best-effort; also benchmark notes viewers may bake preview. Many glTF viewer environments add ambient IBL by default (three.js editor doesn't, but model-viewer does). Risky either way.\n\nCompromise: Sun as the ONLY key light (soft, angle 0.35 rad = 20° — very soft shadow), plus large area light as fill from camera direction (which casts nearly no visible extra shadow since it's behind camera... any light casts shadows; a big soft fill from camera side casts shadow straight back away from camera, hidden behind the sphere — good). So:\n- Sun: energy 2.0, angle 0.3, from (-2.5,-2.5,5) direction → soft shadow to screen-right. Exports to GLB. \n- Area fill: at (4,-4,3) (camera side), size 4m, energy 400W → lifts shadows, creates broad highlight on ball's camera-facing side. Shadow from fill goes to (-,+) = behind ball, hidden.\n- World: strength 0.3, light gray (0.75) for ambient base. Doesn't export but fine.\n\nHighlight check: area light at (4,-4,3) — its reflection on sphere visible from camera at (2.8,-2.8,1.9)? The light is roughly along the view direction (behind camera-right). Reflection of a light behind camera on a sphere → highlight near center of the visible disk, slightly toward the light's side. That gives a nice broad soft sheen across the front face — \"hint of glossiness that catches the light\" — maybe better to have highlight off-center for shape. Sun from (-2.5,-2.5,5) reflects... mirror of sun direction across sphere normals: highlight appears on the part of sphere where normal bisects view and light dir — on the upper-left limb of the sphere as seen. Good: sun gives upper-left crisp-ish highlight (sun is small-ish source, angle 0.3 makes it soft), area fill gives soft frontal sheen. \n\nAlso I want a soft gradient on the floor: brighter near sphere, darker at edges (vignette-ish). That comes naturally from the area light falloff. \n\nFloor roughness: 0.55 → slight blurry reflection of the red ball visible near contact point? At roughness 0.55, floor reflections are very diffuse — a subtle red tint near the ball from GI bounce (Cycles does this naturally). Nice touch.\n\nNow camera lens: 55mm. Position (2.8,-2.8,1.9), target (0,0,0.35). Let me compute framing: distance ≈ 4.25m. Sphere radius 0.5 → angular radius atan(0.5/4.25)≈6.7°, diameter 13.4°. Vertical FOV at 55mm: 2*atan(18/55) = 36.2°. Sphere occupies 13.4/36.2 ≈ 37% of frame height. Good presence. Horizon: top of frame ray angle: tilt = atan(1.55/3.96)=21.4° down; top ray = 21.4 - 18.1 = 3.3° below horizontal. Plane edge at 500m: 0.22° below horizontal → outside frame. Entire background = white floor. \n\nShadow extent: sun elevation: from direction (-2.5,-2.5,5): elevation angle = atan(5/sqrt(2.5²+2.5²))=atan(5/3.54)=54.7°. Shadow length of sphere contact... shadow of ball on plane: for a sphere touching plane, shadow length from contact point ≈ r / tan(elev) * something — roughly r*cot(elev) for top point: cot(54.7)=0.71 → shadow extends ~0.7*r beyond... shadow of sphere is an ellipse stretching ~0.5*cot(54.7°)=0.35m from contact plus radius ~0.5m wide. Compact soft shadow hugging the ball — believable. Maybe lower the sun a bit for a longer, more visible shadow: elevation ~40° → cot=1.19 → longer. Sun from (-2.5,-2.5,3.5): elev=atan(3.5/3.54)=44.7°. Nice.\n\nActually, longer shadows read well in product shots. Let me set sun pos direction (-2.2,-2.5,3.2) → elev ≈ atan(3.2/3.32)=43.9°.\n\nLet me also enable Cycles \"use_denoising\" (scene.cycles.use_denoising = True default true) and set device... benchmark handles GPU. For my preview renders I'll use lower samples to iterate fast (e.g., 32 with denoise) then final check at 64.\n\nAlso render engine for preview via render_thumbnail_to_path — it temporarily overrides settings; the tool renders small low-quality. It says \"Render a small, low-quality thumbnail\" — good for quick checks. But I want to check quality/lighting at moderate res. I can use execute_blender_code to run bpy.ops.render.render(write_still=True) with my settings, then screenshot the Image Editor? Easier: render to path via bpy, then view via get_screenshot? The screenshot tools capture UI areas. render_viewport_to_path renders \"current scene\" to output_path — presumably full render with current settings. Then how do I see it? I can't read image files directly... but get_screenshot_of_area_as_image(area 'IMAGE_EDITOR') could show the render result if I open it. Hmm — screenshots of areas require the UI. I can render, then switch an area to Image Editor showing Render Result, then screenshot that area. Let me do: render via bpy.ops.render.render(), then use jump_to_tab_by_space_type? There's IMAGE_EDITOR space. Then screenshot IMAGE_EDITOR area. The Render Result should be displayed there after render (image editor shows Render Result by default if no image loaded? typically yes after a render, the Image Editor displays the render result).\n\nAlternatively, simpler: use render_thumbnail_to_path (quick), but I can't view the PNG it writes... unless I then load it into an image editor area and screenshot. Let me just do the render + screenshot approach:\n\n1. bpy.context.scene.render.filepath = '/tmp/preview.png'; bpy.ops.render.render(write_still=True)\n2. In UI: find/make an Image Editor area, it should show 'Render Result'. Screenshot area 'IMAGE_EDITOR'.\n\nThe render result image should automatically be shown in an image editor if one exists. I'll jump to tab by space type 'IMAGE_EDITOR' with allow_edits True to create a workspace if needed. Actually jump_to_tab_by_space_type switches to a workspace whose main area matches. I could switch to the 'Rendering' tab... there's a workspace named \"Rendering\" typically with an Image Editor. \n\nOK, enough planning — start executing. First script: build the whole scene.\n\nLet me write the build script:\n\n```python\nimport bpy, math\nfrom mathutils import Vector\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor datablocks in (bpy.data.materials, bpy.data.cameras, bpy.data.lights):\n    pass  # leave; or remove unused\n\n# --- Ground plane ---\nbpy.ops.mesh.primitive_plane_add(size=1000, location=(0,0,0))\nground = bpy.context.active_object\nground.name = 'Ground'\n\nmat_white = bpy.data.materials.new('White Floor')\nmat_white.use_nodes = True\nbsdf = mat_white.node_tree.nodes['Principled BSDF']\nbsdf.inputs['Base Color'].default_value = (0.95, 0.95, 0.95, 1.0)\nbsdf.inputs['Roughness'].default_value = 0.55\nbsdf.inputs['Metallic'].default_value = 0.0\n# specular IOR level default\nground.data.materials.append(mat_white)\n\n# --- Sphere ---\nbpy.ops.mesh.primitive_uv_sphere_add(segments=96, ring_count=64, radius=0.5, location=(0,0,0.5))\nball = bpy.context.active_object\nball.name = 'Red Ball'\nfor p in ball.data.polygons:\n    p.use_smooth = True\n\nmat_red = bpy.data.materials.new('Red')\nmat_red.use_nodes = True\nrbsdf = mat_red.node_tree.nodes['Principled BSDF']\nrbsdf.inputs['Base Color'].default_value = (0.8, 0.012, 0.008, 1.0)\nrbsdf.inputs['Roughness'].default_value = 0.27\nrbsdf.inputs['Metallic'].default_value = 0.0\nball.data.materials.append(mat_red)\n\n# --- Lights ---\ndef point_at(obj, target):\n    d = Vector(target) - obj.location\n    obj.rotation_euler = d.to_track_quat('-Z','Y').to_euler()\n\n# Sun key\nbpy.ops.object.light_add(type='SUN', location=(-2.2,-2.5,3.2))\nsun = bpy.context.active_object\nsun.name = 'Key Sun'\nsun.data.energy = 2.2\nsun.data.angle = math.radians(25)\npoint_at(sun, (0,0,0))\n\n# Area fill\nbpy.ops.object.light_add(type='AREA', location=(4.0,-4.0,3.0))\narea = bpy.context.active_object\narea.name = 'Fill'\narea.data.energy = 500\narea.data.shape='DISK'\narea.data.size = 4.0\npoint_at(area, (0,0,0.4))\n\n# World\nworld = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\nbpy.context.scene.world = world\nworld.use_nodes = True\nbg = world.node_tree.nodes['Background']\nbg.inputs['Color'].default_value = (0.75,0.75,0.75,1)\nbg.inputs['Strength'].default_value = 0.35\n\n# --- Camera ---\nbpy.ops.object.camera_add(location=(2.8,-2.8,1.9))\ncam = bpy.context.active_object\ncam.name = 'Presentation Camera'\ncam.data.lens = 55\npoint_at(cam, (0,0,0.35))\nbpy.context.scene.camera = cam\n\n# --- Render settings ---\nsc = bpy.context.scene\nsc.render.engine = 'BLENDER_EEVEE_NEXT' if False else 'CYCLES'\nsc.cycles.samples = 64\nsc.cycles.use_denoising = True\nsc.render.resolution_x = 1536\nsc.render.resolution_y = 1536\nsc.render.resolution_percentage = 100\nsc.render.image_settings.file_format='PNG'\ntry:\n    sc.view_settings.view_transform='AgX'\n    sc.view_settings.look='AgX - Medium High Contrast'\nexcept Exception as e:\n    pass\n\nresult = {'ok': True, 'objects': [o.name for o in bpy.data.objects], 'version': bpy.app.version_string}\n```\n\nWait — sun energy 2.2 + area 500W + world 0.35 might overexpose the white floor. White floor lit by sun 2.2: irradiance... hard to predict; I'll test render and adjust exposure via sc.view_settings.exposure if needed.\n\nAlso note: `primitive_uv_sphere_add` in 4.x: parameter `ring_count` — yes.\n\nOne more consideration: sun angle 25° gives VERY soft shadows (maybe too soft/diffuse — shadow would be a vague blob). \"soft believable shadow\" — believable means noticeable contact darkening with soft edges. Sun angle 25° is like heavy overcast... For a clearly visible soft shadow, angle ~5-10° might be better. Hmm. The sun's angular diameter in reality is 0.53°. Soft shadow from large area light is the classic studio look. Since I have both sun and area... The AREA light at (4,-4,3) size 4m: apparent size from origin ≈ 4/6.4 rad ≈ 32° — huge, very soft wrap. Sun at 25° also soft. Combined might look flat/ambient-occlusion-like. Let me reduce sun angle to ~8° (0.14 rad) for a defined but soft-edged shadow, and keep area fill modest (300W) so shadows retain form. Test render will tell.\n\nActually — for the cleanest \"studio softbox\" look: make the AREA light the key (big softbox up-left, giving lovely soft shadow + broad highlight), and the SUN a subtle directional kicker (low energy 1.0, angle 5°) that just adds a gentle directional shadow cue and survives GLB. Let me restructure:\n\n- Area KEY: location (-3.2,-2.8,4.5), size 3.0m disk, energy 800W → main soft shadow toward screen-right, big soft highlight upper-left of ball.\n- Sun: energy 1.2, angle 8°, same-ish direction as area (slightly different: from (-2.0,-2.5,3.5)) → reinforces shadow softly; in GLB it lights the scene directionally. Two overlapping shadows from nearly same direction merge visually as one soft shadow with slightly denser core — looks natural.\n- World 0.3 gray fill.\n\nI think that works. Let me write it and test render. I'll iterate based on what I see.\n\nFor viewing the render: after bpy.ops.render.render(write_still=True) to /tmp/preview.png, I'll jump to a workspace with IMAGE_EDITOR and screenshot it. The Render Result should appear. Size limit: keep default.\n\nAlso check Blender version first — let me include version print in the build script result and handle API differences (Blender 4.x assumed; MCP server suggests Blender 4.x). If it's 3.x, AgX doesn't exist → fallback to 'Standard'/'Medium High Contrast' look for Filmic. I'll code defensively:\n\n```python\ntry:\n    sc.view_settings.view_transform = 'AgX'\n    looks = [i.name for i in sc.view_settings.bl_rna.properties['look'].enum_items]\n    ...\n```\n\nenum items access is context-dependent; simpler try/except around setting look with a couple candidate names.\n\nLet me also think: should the plane be 1000m? For Cycles, fine. For GLB, a 1000m plane means the interactive viewer's far plane might clip... viewers usually adapt. 100m is plenty given camera framing (edge at 50m = 2.2° below horizontal from camera height 1.9 → top of frame at 3.3° below horizon → edge still out of frame, barely). Use 200m to be safe: edge at 100m → 1.1° below horizon < 3.3° → out of frame. Good: plane size 200.\n\nHmm wait, also during the 360° orbit the benchmark renders (mentioned: \"a benchmark-generated 360° camera orbit rendered in Cycles\") — camera orbit at unknown heights; a 200m plane edge might appear in some orbit angles if the orbit camera is higher/farther. With orbit radius likely similar to my camera distance and modest height, 200m plane edge at 100m stays near horizon. If orbit camera height is, say, 3m looking at the ball, edge at 100m → 1.7° below horizon — near the horizon line, could show as a faint line against world gray (0.75 gray, strength 0.3 — dim gray). Hmm, that would look like a horizon seam. To be safer for the orbit, make the plane 2000m (edge at 1000m): at 3m height → 0.17° below horizon — essentially at the horizon, barely distinguishable. But z-fighting/precision non-issue for a static plane. GLB size 2000m — viewers fine.\n\nActually alternatively make the world color close to white so any horizon seam is invisible: world color (0.9,0.9,0.9) strength 0.4. But then in my presentation render, ambient is brighter — flatter lighting. Middle ground: world color light gray (0.8) strength 0.35; plane 2000m. The seam, if ever visible, is subtle.\n\nHmm, one more idea for orbit robustness: a faint shadow all around? No. Keep it simple.\n\nDecision: plane size 2000 (1km radius), world gray 0.8 @ 0.35 strength.\n\nWait, actually, also consider: giant plane + Cycles → fine. GLB export: a 2000m plane exports as 4 verts, tiny file. Viewer's default camera framing uses my exported camera presumably. OK.\n\nLet me also double check the \"exactly touching\" requirement: sphere bottom pole at z=0. The UV sphere bottom pole vertex at z = -radius → world z=0. And mathematically the smooth sphere touches at one point. To make the contact evident in render, the soft shadow must be darkest right at the contact — Cycles + big lights gives that naturally (light can't reach the crevice). Good.\n\nPotential nitpick: \"1 meter diameter\" → radius exactly 0.5, and I should apply scale if I scale. I'll set radius at creation, no scaling. Dimensions = 1.0m. \n\nCamera: also set cam.data.dof off by default. Sensitivity: default fine.\n\nLet me write the final build script now, run it, then test render at preview settings (I'll temporarily set 50% res, 32 samples for the preview render via direct bpy call, then restore 100%/64).\n\nActually for previewing I'll just render at 768x768 / 32 samples with denoise — quick enough on CPU? Cycles CPU 768² @32spp with this simple scene: maybe 20-60s. Acceptable. If GPU available, faster.\n\nLet me go. Also first, quickly check path info & version — I'll fold version print into the build script's result. And check current scene is empty per harness (\"The scene starts empty\") — trust but verify quickly via the same script (delete all first anyway).\n\nOne more thing: name objects nicely: 'Red Ball', 'Ground', 'Key Softbox', 'Sun', 'Camera'. \n\nWrite the script.","tool_calls":[{"type":"function","index":0,"id":"execute_blender_code_0","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy\\nresult = {\\n    \\\"version\\\": bpy.app.version_string,\\n    \\\"objects\\\": [o.name for o in bpy.data.objects],\\n    \\\"filepath\\\": bpy.data.filepath,\\n    \\\"cycles_available\\\": hasattr(bpy.types, \\\"CyclesRenderSettings\\\"),\\n}\\n\"}"}}],"reasoning_details":[{"type":"reasoning.text","text":"Let me break down this task:\n\n1. A red sphere, 1 meter diameter (radius 0.5m), resting on a white ground plane — touching it exactly (sphere center at z=0.5, ground at z=0)\n2. Smooth shading on the sphere\n3. Plain red material on the ball, plain white on the floor\n4. Presentation: soft believable shadow under the ball, hint of glossiness, clean framing\n5. Camera setup for a well-composed presentation render\n6. Lighting that works in Cycles\n\nLet me plan:\n- Create a UV sphere with radius 0.5, center at z=0.5\n- Smooth shading\n- Red material: Principled BSDF, red base color (something like a nice saturated red, e.g. (0.8, 0.02, 0.01) in linear... actually Blender color picker values), roughness around 0.25-0.35 for a hint of glossiness\n- Ground plane: white material, slight roughness (maybe 0.5-0.7), large plane\n- Lighting: a large area light (soft shadows) key light, maybe a fill light, and a subtle world background (light gray, not pure white to avoid overexposure)\n- Camera: positioned at a 3/4 angle, slightly above, framing the sphere nicely. Maybe use a 50mm lens.\n- Ground contact: exact — sphere center z = 0.5 exactly, plane at z = 0\n\nFor soft believable shadow: use a large area light. Maybe also add a subtle contact shadow via... in Cycles, contact shadows are natural. A big soft area light gives soft shadow.\n\nComposition: sphere centered-ish, maybe slightly off-center with rule of thirds. Camera at maybe (3.5, -3.5, 2.5) looking at (0,0,0.4) or so.\n\nGround plane should be large enough that its edges aren't visible, or use a cyclorama-like backdrop? The task says \"white ground plane\". A simple large plane with white material. For clean framing, I could make the plane big (like 100m) so horizon is at infinity... but then the background in the camera would show world color beyond the plane horizon. A big plane at 200m size would put the horizon line far. Alternatively, a curved backdrop (studio cyclorama) would be cleaner. But the task explicitly says \"white ground plane\" — I'll use a large plane, maybe 50x50 m, and frame so the horizon is subtle or out of frame. Actually, with camera looking slightly down, a large plane fills the background nicely.\n\nLet me also consider adding slight bevel... no, it's a perfect sphere.\n\nRender setup: Cycles, 1536x1536. The benchmark overrides render settings, but I should set them anyway for my own preview and the saved scene. Set samples 64, denoise on.\n\nFor the GLB export: sphere + plane + materials (simple Principled) + camera + lights — all export fine.\n\nLet me think about exact contact: UV sphere with radius 0.5 at z=0.5 touches plane at z=0 at exactly one point (bottom vertex if segments align). With a UV sphere, the bottom pole is a vertex at z=0 exactly. Good.\n\nSmooth shading: set polygons use_smooth = True. The pole vertex normals will be fine.\n\nRed material: Principled BSDF:\n- Base Color: (0.8, 0.0, 0.0) in linear → in Blender's default, setting via Python uses linear values directly. A nice red: (0.8, 0.02, 0.015) maybe. For a vibrant red in sRGB ~ (0.9, 0.05, 0.05). Let me use (0.65, 0.008, 0.005) linear which is a rich red. Actually simpler: base_color = (0.8, 0.02, 0.02, 1.0). In render it will look red.\n- Roughness: 0.28 for hint of glossiness\n- Maybe clearcoat? \"hint of glossiness that catches the light\" — a moderately low roughness with a bright area light gives a nice specular highlight. Could add slight coat (clearcoat) 0.0-0.2. Keep it \"plain red material\" though — so Principled with base color red, roughness ~0.3. That's plain enough.\n\nWhite floor:\n- Base Color: (0.9, 0.9, 0.9) or pure white (1,1,1). Slightly off-white avoids blowout: 0.95? \"plain white\" — use (0.9, 0.9, 0.9) which still reads white. Roughness 0.6 maybe. A bit glossy floor could reflect the sphere subtly — but \"plain white\" suggests matte-ish. Roughness 0.5 gives subtle sheen. Let me use 0.55.\n\nLighting:\n- Key: Area light, large (size ~4-5m), positioned up and to the side, energy ~800-1200W, color slightly warm white (1.0, 0.98, 0.95).\n- Fill: another area light weaker from the opposite side, or rely on world. World strength 0.3-0.5 with a light gray color gives soft ambient fill.\n- Soft shadow: large area light → soft penumbra. \n\nFor a \"believable\" contact shadow, in Cycles it happens naturally. Could also enable AO but Cycles does GI naturally.\n\nCamera:\n- 50mm lens, at maybe (3.2, -3.2, 2.2), looking at (0, 0, 0.45). Sphere centered in frame, some headroom. Square frame 1536x1536.\n- Maybe shift the composition slightly: place sphere slightly below center with space above? A clean product shot: sphere centered, shadow visible to one side.\n\nDepth of field: slight DOF could be nice but risky; keep f/8-ish or disable. Clean framing — I'll keep everything in focus (no DOF or very mild). Let me skip DOF for crispness.\n\nColor management: AgX (Blender 4.x default), look \"AgX - Medium High Contrast\" maybe. Set view transform AgX, look 'AgX - Medium High Contrast' for pleasing contrast.\n\nWorld: color slightly gray (0.05 strength?) Let me use a light gray world (0.6) with strength 0.4 for ambient. Or use a gradient via Sky Texture — overkill. Simple flat world fine.\n\nPlane size: 30m? If camera looks down at ~20-30 degrees, the plane horizon may be visible as a line. With a 30m plane centered at origin, edge is 15m away; camera at ~4.5m distance height 2.2m — the horizon line of the plane edge would be visible in the background unless the world color matches. To be safe, make plane 200x200m (edge at 100m — angular position below horizon, not visible beyond... actually the edge at 100m with camera height 2.2: the plane extends to where it visually meets horizon. A finite plane edge at distance 100m appears slightly below eye level horizon. The world background above. If world is gray and plane is white, there'd be a horizon line. Hmm.\n\nOptions:\n1. Huge plane (1000m) — edge essentially at horizon, minimal visible line.\n2. Curved backdrop — but task says \"plane\".\n3. Angle camera down enough that frame is filled by plane.\n\nA clean product-shot framing: camera slightly above sphere equator, looking slightly down; with a 100m+ plane, the horizon line would appear in the upper part of the frame where plane meets world gray. That could actually look fine — a subtle horizon. But \"clean framing\" suggests a seamless look. Many product shots show a faint horizon line which looks natural. Alternatively, make world color also white-ish so the transition is soft. With world grayish-white (0.7) and white plane, horizon line would be subtle, and the area light dominates.\n\nActually, a nice approach: use a moderately large plane (e.g., 60m), keep the camera low enough that the horizon is near the top edge of the frame or out of it. Let me compute: camera at (3.2, -3.2, 2.0), looking at (0,0,0.45). The view direction tilts down. Vertical FOV for 50mm on 36mm sensor (square 1536 render — sensor fit horizontal 36mm; vertical FOV = 2*atan(18/50) ≈ 39.6°). Looking down at angle ~ asin((2.0-0.45)/dist)... dist horizontal = sqrt(3.2²+3.2²)=4.53, dz=1.55, angle ≈ 18.9°. Top of frame ray is at 18.9° up... wait, 19.8° - 18.9° ≈ 0.9° above horizontal. So the horizon would be just near the very top of frame. With a 200m plane, edge at 100m appears at atan(2.0/100) ≈ 1.15° below horizontal — slightly below the top of frame. So there might be a thin sliver of world visible at the top. Hmm.\n\nTo be safe: raise camera a bit and look down more, or enlarge the plane to 500m so edge is below top of frame... edge at 250m: atan(2/250)=0.46° below horizontal; top of frame at 0.9° above horizontal → world visible as band ~1.36° ≈ 5% of frame at top. Still a sliver.\n\nBetter: tilt camera down a touch more so the top of frame is at/below horizontal: e.g., look at (0,0,0.3) from height 2.2, or move camera closer/lower. Alternatively frame with sphere lower third, camera lower height (1.2m) looking at sphere center 0.5: tilt down small.\n\nSimplest robust approach: use a large plane (like 100m) AND set the world to a very light gray that closely matches the plane's appearance under the lighting. A slight horizon gradient actually looks like a studio sweep. Hmm, but a hard line could appear.\n\nActually cleanest: make the ground plane truly large (radius 500m disc) and put the camera so the top of the frame is below the horizon — meaning frame is entirely filled by the floor. That gives a pure white backdrop with sphere and shadow — very clean, minimal. Like a top-down-ish 3/4 view. Camera at (2.6, -2.6, 2.6) looking at (0,0,0.3): horizontal dist 3.68, dz 2.3, down-tilt ≈ 32°. Top of frame: 32-19.8 = 12.2° below horizontal. Horizon (plane edge at 500m) at atan(2.6/250)=0.6° below horizontal. So frame entirely floor. But a 32° down view shows the sphere somewhat from above — still nice, shows the contact shadow well. Maybe a bit less steep: camera (3.4, -3.4, 2.2), look at (0,0,0.35): horiz dist 4.81, dz 1.85, tilt 21°. Top of frame 1.2° below horizontal. Edge of 500m plane at ~0.5° below horizontal — a sliver of world could still show near top between 0.5° and 1.2° below... no wait: top of frame at 1.2° below horizontal means rays go downward from there; the plane edge at 0.5° below horizontal is ABOVE the top of frame?? 0.5° below is higher in the frame than 1.2° below. So the plane edge would be visible inside the frame (a band of world above the edge line, from 0.5° to 1.2° below horizontal). Hmm, that world band would show.\n\nUgh, finite planes are annoying. Two clean solutions:\n1. Make plane effectively infinite (Blender has \"infinite plane\" only via very large mesh). 2000m plane: edge at 1000m, at camera height 2.2m: 0.126° below horizontal. If top of frame is >0.126° below horizontal, no world visible. With tilt 21°, top at 1.2° below → fine, all floor. 2000m plane with 4 verts — fine for rendering, but GLB with 2000m plane is okay too (evaluators orbiting might find it odd but it's just a floor). Scale issues in viewers: fine.\n\n2. Use a world color matching and accept horizon. \n\nI'll go with a large plane (maybe 1000m, edge at 500m) and camera framing where top of frame is clearly below horizon line. Also keep a light-gray world so any grazing view is bright.\n\nActually, let me reconsider composition. A very clean, classic product render: sphere on seamless white background, camera at roughly sphere equator height or slightly above, sphere centered, soft shadow falling to one side. If the frame top is below horizon, the background is pure white floor — seamless. \n\nLet me design:\n- Camera: 70mm lens for flatter, more elegant look? 50-70mm fine. Position: (3.0, -3.0, 1.9), target (0, 0, 0.35). dist horiz = 4.24, dz = 1.55, tilt ≈ 20.1°. Top of frame with 60mm lens: vfov = 2*atan(18/60)=33.4°, half 16.7°. Top ray: 20.1-16.7 = 3.4° below horizontal. Plane edge (500m): atan(1.9/500)=0.22° below → not in frame. \n\nSphere framing: sphere center at 0.5 height. Angular size: radius 0.5 at dist ~4.5m → ~12.7° tall vs 33.4° frame height → sphere occupies ~38% of frame height. Nice. With target slightly below center (0.35), sphere sits a bit above center of frame — headroom below for shadow. Shadow cast to one side depending on light direction.\n\nLight placement: key area light at (-3, -2, 5) pointing at sphere → shadow falls toward +x+y (away-right). Shadow visible on the floor in front-right of sphere. \n\nFill light: weaker area at (4, 1, 3) to soften the shadow side, energy ~300W, larger size for very soft.\n\nWorld: strength 0.25, color (0.8, 0.8, 0.8)-ish → gentle ambient lift so shadow isn't pure black. Actually with AgX and white floor bounce, shadows get decent fill from bounce light. Keep world modest.\n\nSamples: 64 (benchmark overrides anyway). Denoise on.\n\nResolution: 1536x1536, 100%.\n\nLet me also add subtle bevel to floor edge? Not needed; infinite-ish plane.\n\nExtra polish ideas:\n- Slight clearcoat on sphere (coat_weight 0.15, coat_roughness 0.2) for \"hint of glossiness\". Principled roughness 0.3 alone gives glossy highlight. Adding coat makes it look like a lacquered ball — \"plain red material\" though. I'll keep it simple: base red, roughness 0.28, specular IOR level default 0.5. That gives a clean highlight from the area light. Maybe roughness 0.25.\n\nHmm, \"plain red material on the ball\" — so don't overdo. Red + slight gloss (roughness ~0.25-0.3). \n\n- Contact: exact. Set sphere location z = 0.5 exactly. Apply no transforms weirdness: create sphere at origin, set radius 0.5, location.z=0.5.\n\nPrecision: bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5, location=(0,0,0.5)). Bottom pole at z = 0.5-0.5 = 0.0 exactly (floating point: radius 0.5 exactly representable, location 0.5 exact → bottom exactly 0). Good. Segments 64, ring_count 32 for smoothness. Default 32x16 might show facets on silhouette in high-res render; use segments=96, ring_count=64? UV sphere with 64/32 is quite smooth. Let's do 96 segments, 64 rings? That makes pole vertex density weird but fine. Actually shade smooth + subdivision? A UV sphere 64x32 is plenty smooth for 1536px render. I'll use segments=128, ring_count=64 for a perfect silhouette? Overkill but cheap (~8k faces... 128*64=8192 quads, fine).\n\nHmm wait, also consider using a round-cube? No — sphere is a sphere.\n\n- Ground plane: add mesh plane size 2 → scale 500 → 1000m. Or primitive_plane_add(size=1000). Fine.\n\nMaterials GLB-compatible: simple Principled → exports as metallic-roughness. \n\nCamera in GLB: exported. Lights: area lights export to glTF KHR_lights_punctual? Area lights become... glTF punctual lights only support point/spot/directional. The benchmark's GLB export \"supported lights\" — area lights may convert to point or be dropped. That's okay; the 2D render is primary. I could add a sun light at low strength? Hmm — if area lights don't survive GLB, the interactive view would be dark (viewers often add their own environment though; many glTF viewers use an environment map by default, e.g., model-viewer adds lighting). The benchmark says \"supported lights\" are included — likely they convert. To be safe for the 3D view, I could also add a weak sun light? That would add a second shadow in the render — bad. Alternatively keep render lighting purely from area lights and trust the GLB converter. Three.js viewers with no lights and standard materials → black except emissive... risky. \n\nOption: use a Sun light as the key instead of area? Sun gives hard shadows (angular radius can soften: sun angle). A sun with angle ~10-20° gives soft-ish shadow. But area light gives nicer soft shadow. Compromise: main key = large area light; plus a very dim sun (strength 0.3, angle large) matching direction so in render it barely changes things but in GLB there's at least a directional light. Hmm, but \"best-effort GLB... supported lights\" — Blender's glTF exporter supports KHR_lights_punctual: exports point, spot, sun (directional). Area lights are NOT exported (they're ignored). So a sun would export.\n\nBut adding a sun changes my render. A sun at 0.2-0.5 strength with angle 0.5 rad would add a second soft shadow — could muddy the \"clean\" look. Alternative: make the sun the ONLY key light, with a large angle for softness (angle = 0.3 rad ≈ 17°). Sun soft shadows in Cycles: shadow softness = sun angle; at 17° very soft. Then world provides fill. That keeps ONE light that exports to GLB perfectly, soft shadows in render, and fill from... world doesn't export to GLB either (glTF has no world lighting; some exporters add nothing). Model-viewer default environment would handle it.\n\nHmm, let me think about what the benchmark does: \"best-effort GLB export containing geometry, compatible materials, the contestant camera, and supported lights.\" So supported lights = whatever the exporter supports. A sun exports. Area lights don't (Blender glTF exporter: only directional/point/spot via KHR_lights_punctual). \n\nDecision: Use a Sun (key, soft angle) + large Area light(s) for render quality. The sun at moderate strength contributes meaningfully; area light adds soft wrap. In GLB, sun survives → scene still lit directionally. Also many 3D preview setups add environment lighting anyway.\n\nActually, better hybrid: Sun strength ~2-3 with angle 0.35 (soft), plus one big area light as soft fill from camera side (energy ~200-400). In render: sun gives defined-but-soft shadow; area light lifts shadows and adds a nice broad specular highlight on the sphere. In GLB: sun alone lights it fine.\n\nWait — but a big specular highlight needs the area light positioned so its reflection is visible on the sphere from camera view: place area light up-left-front (camera at -y looking +y; camera at (3,-3,1.9) looking toward origin i.e. direction (-3,3,-1.55)... hmm camera at (3,-3) means looking toward (-3,+3) direction → facing the corner. Let me set: camera at azimuth 45°, i.e., position (d*sin45, -d*cos45, h) = (3, -3, 1.9)? That's azimuth 45 in the -y quadrant... Let me not overcomplicate: camera position (2.8, -2.8, 1.9), looking at (0,0,0.35). Camera view direction ≈ (-0.58, 0.58, -0.32) normalized roughly. The visible \"front\" of the sphere is the (-y, +x)-ish side... wait, camera is at +x,-y, so it sees the +x/-y faces. Light for highlight should come from the camera's upper-left in view space: e.g., position (-2.5, -3.5, 5)? Its reflection on the sphere would appear on the upper-left of the ball as seen from camera at (2.8,-2.8). Hmm, mirror geometry: highlight appears where the light direction mirrors view direction across the surface normal. For a highlight on the upper-left of the sphere's disk (as seen by camera), light should be roughly on the opposite side horizontally from camera's right... \n\nSimple approach: put the key area light up and to the left of the camera (camera-left = world -x-ish when camera looks +x... camera right vector: view dir (-0.58,0.58,-0.32), up ~z; right = view × up ≈ ... let me not compute; I'll eyeball with a test render and adjust. That's the practical way: render preview, look, adjust.\n\nPlan of action:\n1. Clear scene.\n2. Create ground plane (size 1000, at z=0), white material.\n3. Create UV sphere radius 0.5 at z=0.5, smooth shading, red material.\n4. Sun light (soft angle), area key light.\n5. World light gray, low strength.\n6. Camera + target constraint (track-to) or compute rotation directly.\n7. Render settings: Cycles, 64 samples, denoise, 1536x1536, AgX medium-high contrast.\n8. Test render to PNG, view screenshot, iterate on lighting/composition.\n9. Save blend file.\n10. DONE.\n\nWhere to save? I'll save as something like /tmp/... no — benchmark presumably captures the live session's saved file? \"save a complete scene\". I'll save to a path like \"red_sphere_scene.blend\" in the current working directory (use bpy.path.abspath(\"//\")). Let me check path info first with get_blendfile_summary_path_info.\n\nLet me start executing.\n\nStep 1: Check current state quickly (objects summary + path info) — can do in one code execution. Then build.\n\nActually, let me just build everything in one big script, then preview-render and iterate. I'll be careful with the API:\n\n- bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5, segments=96, ring_count=64, location=(0,0,0.5)) — parameter name is ring_count? The operator params: segments, ring_count. Yes: `bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=1.0, ...)`. \n\n- Smooth shading: for obj.data.polygons: p.use_smooth = True. In Blender 4.1+, shade_smooth operator changed but setting polygons directly works. Also could add \"Smooth by Angle\" but not needed for a sphere.\n\n- Materials: create, use_nodes, get Principled BSDF node by name 'Principled BSDF', set inputs['Base Color'].default_value = (0.8, 0.01, 0.01, 1), inputs['Roughness'].default_value = 0.28. In Blender 4.x, Principled input names: 'Base Color', 'Metallic', 'Roughness', 'IOR', 'Alpha', 'Coat Weight', etc. I'll set carefully with .get().\n\n- Blender version check: bpy.app.version. Adjust AgX look name accordingly: Blender 4.x: scene.view_settings.look = 'AgX - Medium High Contrast'? In 4.0 the enum is 'AgX - Medium High Contrast'. In 4.2+ it might be just 'AgX - Medium High Contrast' still? Actually in 4.2 looks renamed... The look names in Blender 4.0-4.1: 'None', 'AgX - Very Low Contrast', ... 'AgX - Medium High Contrast', etc. In Blender 4.2+, I believe they became 'AgX - Medium High Contrast' still... Hmm, in 4.2 the looks are: None, AgX - Very Low Contrast, AgX - Low Contrast, AgX - Medium Low Contrast, AgX - Medium High Contrast, AgX - High Contrast... I think still valid. I'll try/except and list enum items if fails. Safer: set view_transform='AgX' and leave look at default ('None'), and just tune exposure if needed. Medium High Contrast usually improves product shots. I'll attempt with fallback.\n\n- Camera: bpy.ops.object.camera_add(location=...); set rotation via track-to constraint to an empty, or compute quaternion: direction = target - loc; rot_quat = direction.to_track_quat('-Z', 'Y'); cam.rotation_euler = rot_quat.to_euler(). I'll use that (no constraint → cleaner for GLB export... constraint wouldn't export rotation anyway unless applied; direct rotation is best).\n\n- Sun: bpy.ops.object.light_add(type='SUN'); sun.data.energy=2.5; sun.data.angle=0.35; rotation: point from (-2,-3,5)-ish direction. Sun rotation: use rotation_euler. Direction of sun = local -Z. To have light coming from up-left-back... I'll set rotation via track quat: sun_dir pointing from light position toward origin. Let sun \"position\" be at azimuth opposite camera for cross lighting: sun at direction (-3, -1, 5) normalized... I'll compute rotation = (target - pos).to_track_quat('-Z','Y') with pos=(-3,-1.5,5), target=(0,0,0).\n\nHmm wait: shadow should fall visibly on the floor near the sphere, ideally toward the camera-right or front so it's clearly seen in frame. Camera at (2.8,-2.8,1.9) looking NW-ish toward origin. Light from (-3,-1.5,5) → shadow cast toward (3,1.5) direction on floor → that's away from camera (behind-right). From camera's view, shadow extends behind the sphere to the right — partially occluded by the sphere itself. Better: light from (-3, -4, 5)? Shadow toward (3,4)... still +y away. Camera looks from -y side, so +y is away from camera (into the screen). Shadow going into the screen-right is fine and visible to the right of the ball. Or light from (1, -4, 5) (camera side, to the right): shadow falls toward (-1, 4) → to the left-back, visible on the left of the sphere in frame. Light roughly from camera direction makes shadows hidden behind ball. Classic: key from camera-left, shadow to the right in frame. Camera at (2.8,-2.8): camera-left in world ≈ direction (-1,-1,0)-ish rotated... camera forward f = target-pos = (-2.8,2.8,-1.55) normalized ≈ (-0.63,0.63,-0.35)... wait norm = sqrt(2.8²+2.8²+1.55²)= sqrt(7.84+7.84+2.4)=sqrt(18.08)=4.25. f=(-0.66,0.66,-0.36). Camera right = f × world_up? Standard: right = f.cross(up) with up=(0,0,1): (-0.66,0.66,-0.36)×(0,0,1) = (0.66*1 - (-0.36)*0, (-0.36)*0 - (-0.66)*1, ...) = (0.66, 0.66, 0). So camera-right in world ≈ (0.66,0.66,0) → normalized (0.707,0.707,0). Camera-left = (-0.707,-0.707,0). So placing key light toward camera-left-above ≈ position direction (-2.5,-2.5,4.5) relative to origin. Shadow then falls toward camera-right ≈ (+0.7,+0.7) → into the screen-right. Visible to the right of the ball. \n\nKey area light at (-2.5,-2.5,4.5), size 3m, energy ~600-900W (area light power in W; for a 3m light at ~5.7m distance, 700W gives decent illumination on white floor; will verify with test render).\n\nSun: same general direction but maybe from slightly different azimuth for a bit of definition; energy 1.5, angle 0.4. Hmm, two shadow sources → double shadows. Maybe drop the sun for the render's sake and risk dark GLB? The prompt emphasizes presentation quality (\"The ceiling is presentation\"). And GLB: \"supported lights\" included best-effort; also benchmark notes viewers may bake preview. Many glTF viewer environments add ambient IBL by default (three.js editor doesn't, but model-viewer does). Risky either way.\n\nCompromise: Sun as the ONLY key light (soft, angle 0.35 rad = 20° — very soft shadow), plus large area light as fill from camera direction (which casts nearly no visible extra shadow since it's behind camera... any light casts shadows; a big soft fill from camera side casts shadow straight back away from camera, hidden behind the sphere — good). So:\n- Sun: energy 2.0, angle 0.3, from (-2.5,-2.5,5) direction → soft shadow to screen-right. Exports to GLB. \n- Area fill: at (4,-4,3) (camera side), size 4m, energy 400W → lifts shadows, creates broad highlight on ball's camera-facing side. Shadow from fill goes to (-,+) = behind ball, hidden.\n- World: strength 0.3, light gray (0.75) for ambient base. Doesn't export but fine.\n\nHighlight check: area light at (4,-4,3) — its reflection on sphere visible from camera at (2.8,-2.8,1.9)? The light is roughly along the view direction (behind camera-right). Reflection of a light behind camera on a sphere → highlight near center of the visible disk, slightly toward the light's side. That gives a nice broad soft sheen across the front face — \"hint of glossiness that catches the light\" — maybe better to have highlight off-center for shape. Sun from (-2.5,-2.5,5) reflects... mirror of sun direction across sphere normals: highlight appears on the part of sphere where normal bisects view and light dir — on the upper-left limb of the sphere as seen. Good: sun gives upper-left crisp-ish highlight (sun is small-ish source, angle 0.3 makes it soft), area fill gives soft frontal sheen. \n\nAlso I want a soft gradient on the floor: brighter near sphere, darker at edges (vignette-ish). That comes naturally from the area light falloff. \n\nFloor roughness: 0.55 → slight blurry reflection of the red ball visible near contact point? At roughness 0.55, floor reflections are very diffuse — a subtle red tint near the ball from GI bounce (Cycles does this naturally). Nice touch.\n\nNow camera lens: 55mm. Position (2.8,-2.8,1.9), target (0,0,0.35). Let me compute framing: distance ≈ 4.25m. Sphere radius 0.5 → angular radius atan(0.5/4.25)≈6.7°, diameter 13.4°. Vertical FOV at 55mm: 2*atan(18/55) = 36.2°. Sphere occupies 13.4/36.2 ≈ 37% of frame height. Good presence. Horizon: top of frame ray angle: tilt = atan(1.55/3.96)=21.4° down; top ray = 21.4 - 18.1 = 3.3° below horizontal. Plane edge at 500m: 0.22° below horizontal → outside frame. Entire background = white floor. \n\nShadow extent: sun elevation: from direction (-2.5,-2.5,5): elevation angle = atan(5/sqrt(2.5²+2.5²))=atan(5/3.54)=54.7°. Shadow length of sphere contact... shadow of ball on plane: for a sphere touching plane, shadow length from contact point ≈ r / tan(elev) * something — roughly r*cot(elev) for top point: cot(54.7)=0.71 → shadow extends ~0.7*r beyond... shadow of sphere is an ellipse stretching ~0.5*cot(54.7°)=0.35m from contact plus radius ~0.5m wide. Compact soft shadow hugging the ball — believable. Maybe lower the sun a bit for a longer, more visible shadow: elevation ~40° → cot=1.19 → longer. Sun from (-2.5,-2.5,3.5): elev=atan(3.5/3.54)=44.7°. Nice.\n\nActually, longer shadows read well in product shots. Let me set sun pos direction (-2.2,-2.5,3.2) → elev ≈ atan(3.2/3.32)=43.9°.\n\nLet me also enable Cycles \"use_denoising\" (scene.cycles.use_denoising = True default true) and set device... benchmark handles GPU. For my preview renders I'll use lower samples to iterate fast (e.g., 32 with denoise) then final check at 64.\n\nAlso render engine for preview via render_thumbnail_to_path — it temporarily overrides settings; the tool renders small low-quality. It says \"Render a small, low-quality thumbnail\" — good for quick checks. But I want to check quality/lighting at moderate res. I can use execute_blender_code to run bpy.ops.render.render(write_still=True) with my settings, then screenshot the Image Editor? Easier: render to path via bpy, then view via get_screenshot? The screenshot tools capture UI areas. render_viewport_to_path renders \"current scene\" to output_path — presumably full render with current settings. Then how do I see it? I can't read image files directly... but get_screenshot_of_area_as_image(area 'IMAGE_EDITOR') could show the render result if I open it. Hmm — screenshots of areas require the UI. I can render, then switch an area to Image Editor showing Render Result, then screenshot that area. Let me do: render via bpy.ops.render.render(), then use jump_to_tab_by_space_type? There's IMAGE_EDITOR space. Then screenshot IMAGE_EDITOR area. The Render Result should be displayed there after render (image editor shows Render Result by default if no image loaded? typically yes after a render, the Image Editor displays the render result).\n\nAlternatively, simpler: use render_thumbnail_to_path (quick), but I can't view the PNG it writes... unless I then load it into an image editor area and screenshot. Let me just do the render + screenshot approach:\n\n1. bpy.context.scene.render.filepath = '/tmp/preview.png'; bpy.ops.render.render(write_still=True)\n2. In UI: find/make an Image Editor area, it should show 'Render Result'. Screenshot area 'IMAGE_EDITOR'.\n\nThe render result image should automatically be shown in an image editor if one exists. I'll jump to tab by space type 'IMAGE_EDITOR' with allow_edits True to create a workspace if needed. Actually jump_to_tab_by_space_type switches to a workspace whose main area matches. I could switch to the 'Rendering' tab... there's a workspace named \"Rendering\" typically with an Image Editor. \n\nOK, enough planning — start executing. First script: build the whole scene.\n\nLet me write the build script:\n\n```python\nimport bpy, math\nfrom mathutils import Vector\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor datablocks in (bpy.data.materials, bpy.data.cameras, bpy.data.lights):\n    pass  # leave; or remove unused\n\n# --- Ground plane ---\nbpy.ops.mesh.primitive_plane_add(size=1000, location=(0,0,0))\nground = bpy.context.active_object\nground.name = 'Ground'\n\nmat_white = bpy.data.materials.new('White Floor')\nmat_white.use_nodes = True\nbsdf = mat_white.node_tree.nodes['Principled BSDF']\nbsdf.inputs['Base Color'].default_value = (0.95, 0.95, 0.95, 1.0)\nbsdf.inputs['Roughness'].default_value = 0.55\nbsdf.inputs['Metallic'].default_value = 0.0\n# specular IOR level default\nground.data.materials.append(mat_white)\n\n# --- Sphere ---\nbpy.ops.mesh.primitive_uv_sphere_add(segments=96, ring_count=64, radius=0.5, location=(0,0,0.5))\nball = bpy.context.active_object\nball.name = 'Red Ball'\nfor p in ball.data.polygons:\n    p.use_smooth = True\n\nmat_red = bpy.data.materials.new('Red')\nmat_red.use_nodes = True\nrbsdf = mat_red.node_tree.nodes['Principled BSDF']\nrbsdf.inputs['Base Color'].default_value = (0.8, 0.012, 0.008, 1.0)\nrbsdf.inputs['Roughness'].default_value = 0.27\nrbsdf.inputs['Metallic'].default_value = 0.0\nball.data.materials.append(mat_red)\n\n# --- Lights ---\ndef point_at(obj, target):\n    d = Vector(target) - obj.location\n    obj.rotation_euler = d.to_track_quat('-Z','Y').to_euler()\n\n# Sun key\nbpy.ops.object.light_add(type='SUN', location=(-2.2,-2.5,3.2))\nsun = bpy.context.active_object\nsun.name = 'Key Sun'\nsun.data.energy = 2.2\nsun.data.angle = math.radians(25)\npoint_at(sun, (0,0,0))\n\n# Area fill\nbpy.ops.object.light_add(type='AREA', location=(4.0,-4.0,3.0))\narea = bpy.context.active_object\narea.name = 'Fill'\narea.data.energy = 500\narea.data.shape='DISK'\narea.data.size = 4.0\npoint_at(area, (0,0,0.4))\n\n# World\nworld = bpy.data.worlds.get('World') or bpy.data.worlds.new('World')\nbpy.context.scene.world = world\nworld.use_nodes = True\nbg = world.node_tree.nodes['Background']\nbg.inputs['Color'].default_value = (0.75,0.75,0.75,1)\nbg.inputs['Strength'].default_value = 0.35\n\n# --- Camera ---\nbpy.ops.object.camera_add(location=(2.8,-2.8,1.9))\ncam = bpy.context.active_object\ncam.name = 'Presentation Camera'\ncam.data.lens = 55\npoint_at(cam, (0,0,0.35))\nbpy.context.scene.camera = cam\n\n# --- Render settings ---\nsc = bpy.context.scene\nsc.render.engine = 'BLENDER_EEVEE_NEXT' if False else 'CYCLES'\nsc.cycles.samples = 64\nsc.cycles.use_denoising = True\nsc.render.resolution_x = 1536\nsc.render.resolution_y = 1536\nsc.render.resolution_percentage = 100\nsc.render.image_settings.file_format='PNG'\ntry:\n    sc.view_settings.view_transform='AgX'\n    sc.view_settings.look='AgX - Medium High Contrast'\nexcept Exception as e:\n    pass\n\nresult = {'ok': True, 'objects': [o.name for o in bpy.data.objects], 'version': bpy.app.version_string}\n```\n\nWait — sun energy 2.2 + area 500W + world 0.35 might overexpose the white floor. White floor lit by sun 2.2: irradiance... hard to predict; I'll test render and adjust exposure via sc.view_settings.exposure if needed.\n\nAlso note: `primitive_uv_sphere_add` in 4.x: parameter `ring_count` — yes.\n\nOne more consideration: sun angle 25° gives VERY soft shadows (maybe too soft/diffuse — shadow would be a vague blob). \"soft believable shadow\" — believable means noticeable contact darkening with soft edges. Sun angle 25° is like heavy overcast... For a clearly visible soft shadow, angle ~5-10° might be better. Hmm. The sun's angular diameter in reality is 0.53°. Soft shadow from large area light is the classic studio look. Since I have both sun and area... The AREA light at (4,-4,3) size 4m: apparent size from origin ≈ 4/6.4 rad ≈ 32° — huge, very soft wrap. Sun at 25° also soft. Combined might look flat/ambient-occlusion-like. Let me reduce sun angle to ~8° (0.14 rad) for a defined but soft-edged shadow, and keep area fill modest (300W) so shadows retain form. Test render will tell.\n\nActually — for the cleanest \"studio softbox\" look: make the AREA light the key (big softbox up-left, giving lovely soft shadow + broad highlight), and the SUN a subtle directional kicker (low energy 1.0, angle 5°) that just adds a gentle directional shadow cue and survives GLB. Let me restructure:\n\n- Area KEY: location (-3.2,-2.8,4.5), size 3.0m disk, energy 800W → main soft shadow toward screen-right, big soft highlight upper-left of ball.\n- Sun: energy 1.2, angle 8°, same-ish direction as area (slightly different: from (-2.0,-2.5,3.5)) → reinforces shadow softly; in GLB it lights the scene directionally. Two overlapping shadows from nearly same direction merge visually as one soft shadow with slightly denser core — looks natural.\n- World 0.3 gray fill.\n\nI think that works. Let me write it and test render. I'll iterate based on what I see.\n\nFor viewing the render: after bpy.ops.render.render(write_still=True) to /tmp/preview.png, I'll jump to a workspace with IMAGE_EDITOR and screenshot it. The Render Result should appear. Size limit: keep default.\n\nAlso check Blender version first — let me include version print in the build script result and handle API differences (Blender 4.x assumed; MCP server suggests Blender 4.x). If it's 3.x, AgX doesn't exist → fallback to 'Standard'/'Medium High Contrast' look for Filmic. I'll code defensively:\n\n```python\ntry:\n    sc.view_settings.view_transform = 'AgX'\n    looks = [i.name for i in sc.view_settings.bl_rna.properties['look'].enum_items]\n    ...\n```\n\nenum items access is context-dependent; simpler try/except around setting look with a couple candidate names.\n\nLet me also think: should the plane be 1000m? For Cycles, fine. For GLB, a 1000m plane means the interactive viewer's far plane might clip... viewers usually adapt. 100m is plenty given camera framing (edge at 50m = 2.2° below horizontal from camera height 1.9 → top of frame at 3.3° below horizon → edge still out of frame, barely). Use 200m to be safe: edge at 100m → 1.1° below horizon < 3.3° → out of frame. Good: plane size 200.\n\nHmm wait, also during the 360° orbit the benchmark renders (mentioned: \"a benchmark-generated 360° camera orbit rendered in Cycles\") — camera orbit at unknown heights; a 200m plane edge might appear in some orbit angles if the orbit camera is higher/farther. With orbit radius likely similar to my camera distance and modest height, 200m plane edge at 100m stays near horizon. If orbit camera height is, say, 3m looking at the ball, edge at 100m → 1.7° below horizon — near the horizon line, could show as a faint line against world gray (0.75 gray, strength 0.3 — dim gray). Hmm, that would look like a horizon seam. To be safer for the orbit, make the plane 2000m (edge at 1000m): at 3m height → 0.17° below horizon — essentially at the horizon, barely distinguishable. But z-fighting/precision non-issue for a static plane. GLB size 2000m — viewers fine.\n\nActually alternatively make the world color close to white so any horizon seam is invisible: world color (0.9,0.9,0.9) strength 0.4. But then in my presentation render, ambient is brighter — flatter lighting. Middle ground: world color light gray (0.8) strength 0.35; plane 2000m. The seam, if ever visible, is subtle.\n\nHmm, one more idea for orbit robustness: a faint shadow all around? No. Keep it simple.\n\nDecision: plane size 2000 (1km radius), world gray 0.8 @ 0.35 strength.\n\nWait, actually, also consider: giant plane + Cycles → fine. GLB export: a 2000m plane exports as 4 verts, tiny file. Viewer's default camera framing uses my exported camera presumably. OK.\n\nLet me also double check the \"exactly touching\" requirement: sphere bottom pole at z=0. The UV sphere bottom pole vertex at z = -radius → world z=0. And mathematically the smooth sphere touches at one point. To make the contact evident in render, the soft shadow must be darkest right at the contact — Cycles + big lights gives that naturally (light can't reach the crevice). Good.\n\nPotential nitpick: \"1 meter diameter\" → radius exactly 0.5, and I should apply scale if I scale. I'll set radius at creation, no scaling. Dimensions = 1.0m. \n\nCamera: also set cam.data.dof off by default. Sensitivity: default fine.\n\nLet me write the final build script now, run it, then test render at preview settings (I'll temporarily set 50% res, 32 samples for the preview render via direct bpy call, then restore 100%/64).\n\nActually for previewing I'll just render at 768x768 / 32 samples with denoise — quick enough on CPU? Cycles CPU 768² @32spp with this simple scene: maybe 20-60s. Acceptable. If GPU available, faster.\n\nLet me go. Also first, quickly check path info & version — I'll fold version print into the build script's result. And check current scene is empty per harness (\"The scene starts empty\") — trust but verify quickly via the same script (delete all first anyway).\n\nOne more thing: name objects nicely: 'Red Ball', 'Ground', 'Key Softbox', 'Sun', 'Camera'. \n\nWrite the script.","format":"unknown","index":0}]}}],"usage":{"prompt_tokens":4562,"completion_tokens":10707,"total_tokens":15269,"cost":0.174291,"is_byok":false,"prompt_tokens_details":{"cached_tokens":0,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.174291,"upstream_inference_prompt_cost":0.013686,"upstream_inference_completions_cost":0.160605},"completion_tokens_details":{"reasoning_tokens":10571,"image_tokens":0,"audio_tokens":0}}}

I'll start by checking the environment, then build the scene step by step: the exact-contact sphere, materials, lighting, camera, and render settings.

import bpy
result = {
    "version": bpy.app.version_string,
    "objects": [o.name for o in bpy.data.objects],
    "filepath": bpy.data.filepath,
    "cycles_available": hasattr(bpy.types, "CyclesRenderSettings"),
}

{"code":"import bpy\nresult = {\n    \"version\": bpy.app.version_string,\n    \"objects\": [o.name for o in bpy.data.objects],\n    \"filepath\": bpy.data.filepath,\n    \"cycles_available\": hasattr(bpy.types, \"CyclesRenderSettings\"),\n}\n"}


I'll start by checking the environment, then build the scene step by step: the exact-contact sphere, materials, lighting, camera, and render settings.

import bpy
result = {
    "version": bpy.app.version_string,
    "objects": [o.name for o in bpy.data.objects],
    "filepath": bpy.data.filepath,
    "cycles_available": hasattr(bpy.types, "CyclesRenderSettings"),
}