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

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A desk-mounted robotic arm with at least four articulated joints, posed mid-reach toward a small object on the desk — but not an industrial catalog part. This arm is generatively designed: its metal frame has the parametric, "AI-optimized" look of topology-optimized engineering — organic load-bearing branches, smooth bone-like transitions, lattice or voronoi-style cutouts where material was removed because the algorithm decided nothing needed to be there. Every strut should look grown to carry its exact load, not extruded.

Over that frame, a second material layer: woven technical fabric. Tensioned textile sleeves and panels — visible weave pattern, carbon-fiber or ballistic-cloth character — wrap sections of the segments over the optimized metal skeleton, so the arm reads as engineered musculature over engineered bone. The interplay of the two materials (taut woven fiber against machined/printed alloy) is the material centerpiece.

The manipulator: a three-clawed gripper at the wrist — three fingers in radial symmetry, each with the same optimized-lattice construction in miniature, posed partly open toward the target object. The gripper connects to the forearm through corrugated hose: flexible ribbed tubing gathered at the wrist, running back along the arm as its visible service umbilical (power, data, pneumatics), routed and clipped like it was engineered, not draped.

The mechanics must still look like they could actually work: visible rotation axes at every joint, with actuators, cable runs, or tendon-like elements explaining how each segment moves; segments tapering plausibly from a heavy base to the fine three-claw head. The pose must be believable for the joint layout: no segment intersecting another, no joint bent in a way its geometry couldn't allow.

</task>

[Tool] PolyHaven integration is disabled. Select it in the sidebar in BlenderMCP, then run it again.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Tool] Code executed successfully: Scene cleared.

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

[Tool] Code executed successfully: Materials successfully configured: ['metal', 'fabric', 'copper', 'hose', 'desk', 'glow']

[Tool] Code executed successfully: Desk built.

[Tool] Code executed successfully: Generative bone function defined and test bone created.

[Assistant] able

[Tool] Code executed successfully: Helper function defined.

[Tool] Code executed successfully: Fabric sleeve creator defined.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_joint_actuator' is not defined

[Tool] Error executing code: Communication error with Blender: Code execution error: BMElemSeq[index]: index -16 out of range

[Tool] Code executed successfully: Articulated architecture generated perfectly!

[Assistant]
/The design incorporates skeletal bone meshes, cylinders, and fabric sleeves. Now we need to add the three-clawed gripper (with miniature optimized-lattice claws in radial symmetry), corrugated hose service umbilical (routed and clipped along the arm), and the target object (glowing artifact) on the desk.

Let's do this step-by-step. First, let's write a function to construct the exquisite three-clawed gripper at the wrist (Joint 4), and the corrugated service hose running back along the arm segments.

For the three-clawed gripper:
- Radial symmetry (three fingers spaced 120 degrees apart)
- Posed partly open, reaching towards the table center target
- Each finger has optimized-lattice miniature construction. We can model this beautifully using a custom organic curved mesh with Skin + Subsurf modifier.
- Connects to wrist via corrugated hose.

For the service umbilical/corrugated hose:
- Rigid segments/clips routing it back along the forearm and shoulder
- Ribbed rubber black hose material. We can model this by adding a curve, converting to mesh, or generating a procedural ribbed tube with a subdivision + displacement or thin cylinder loops. Let's create it with a real screw/curved extrusion for that beautiful ribbed look.

Let's write a python script for both gripper and corrugated hose. Let's do the gripper first.
Target object:
- Small glowing futuristic crystal/artifact, located near (-0.2, 0.2, 0.05). Let's design a complex geometric artifact with bevels and a glow material.

Let's execute code to create the target artifact and the three-clawed gripper. Let's make sure we find `Joint_4_Wrist_Empty` since we will parent the gripper to it!

First let's inspect the active scene objects to get the precise name of the wrist joint empty. It is named `"Joint_4_Wrist_Empty"`. Let's build the claw gripper relative to it. Let's write the code for this.

[Tool] Code executed successfully: 3-clawed modular radial gripper successfully complete.

[Tool] Code executed successfully: Glowing target built nicely.

[Assistant]
/Let's zoom the view, setup the camera, and implement the corrugated service umbilical hose!
The umbilical hose needs to:
- Connect the wrist/forearm segment and run back along the segments.
- Have a ribbed corrugated texture/mesh structure.
- Look beautifully clipped and routed as an engineered service line.

Let's write a python function to generate the corrugated hose along a specified curved path.
We can define a path (list of coordinates or a Bezier curve) and generate a ribbed tube.
To generate a ribbed tube safely and beautifully without using extra complex curve steps, we can:
- Model a series of small, closely-packed copper/rubber rings or a helical cylinder sweep! Let's do a sequence of overlapping/interlocked torus rings along a curve, or a custom cylinder with a wave displace, or an array of cylinders.
- Alternatively, we can construct the hose using a bezier curve with extrusions, then apply a procedural displacement texture in the hose material node to create the ribbed bumps. This is mathematically elegant, extremely light, and renders with jaw-dropping precision in Cycles!
Let's see: we can define a Bezier Curve in Blender, give it a Bevel Depth, and then in the shader we use a procedural wave texture to drive a Bump node. This mimics exactly the flexible ribbed tubing! Let's also place solid metal mounting clips along the arm segments that the hose passes through to show robust engineering.

Let's do this! Let's write the routing script.

[Tool] Code executed successfully: Corrugated umbilical service lines successfully completed and routed.

[Assistant]
/Let's set up the camera and lighting to look stunning, with beautiful warm/cool values, and some soft rim light highlighting the organic bones.

We want a magnificent angle composition:
- Let's place the camera close, looking down diagonally at the arm reaching towards the glowing crystal artifact on the table.
- Use Cycles as required. Set it up using standard camera and scene optimization for 1:1 format.
- Let's add multiple lights:
  1. Key light: A clean soft warm light from top-left.
  2. Rim/Accent light: A cool blue/cyan rim light from back-right to illuminate the mechanical joint edges, fabric sleeves, and metallic bones.
  3. Ambient Fill light: A soft neutral fill light to bring out details in the shadowed fabric folds.
  4. Subtle desk lamp/localized spot: A warm spot on the glowing artifact to accent the workstation.

Let's first build a python script to set up:
- The camera, located at (1.1, -1.1, 0.95), looking towards (-0.05, -0.05, 0.35) (the center of the robotic arm's dynamic reach pose).
- Let's adjust composition so that the arm, table, and artifact fill the frame perfectly and look incredibly professional.
- Let's execute the script!

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

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Capture a screenshot of the current Blender 3D viewport.

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

    Returns the screenshot as an Image.

Max Size

User Prompt

get_viewport_screenshotArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

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

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A desk-mounted robotic arm with at least four articulated joints, posed mid-reach toward a small object on the desk — but not an industrial catalog part. This arm is generatively designed: its metal frame has the parametric, "AI-optimized" look of topology-optimized engineering — organic load-bearing branches, smooth bone-like transitions, lattice or voronoi-style cutouts where material was removed because the algorithm decided nothing needed to be there. Every strut should look grown to carry its exact load, not extruded.

Over that frame, a second material layer: woven technical fabric. Tensioned textile sleeves and panels — visible weave pattern, carbon-fiber or ballistic-cloth character — wrap sections of the segments over the optimized metal skeleton, so the arm reads as engineered musculature over engineered bone. The interplay of the two materials (taut woven fiber against machined/printed alloy) is the material centerpiece.

The manipulator: a three-clawed gripper at the wrist — three fingers in radial symmetry, each with the same optimized-lattice construction in miniature, posed partly open toward the target object. The gripper connects to the forearm through corrugated hose: flexible ribbed tubing gathered at the wrist, running back along the arm as its visible service umbilical (power, data, pneumatics), routed and clipped like it was engineered, not draped.

The mechanics must still look like they could actually work: visible rotation axes at every joint, with actuators, cable runs, or tendon-like elements explaining how each segment moves; segments tapering plausibly from a heavy base to the fine three-claw head. The pose must be believable for the joint layout: no segment intersecting another, no joint bent in a way its geometry couldn't allow.

</task>

[Tool] PolyHaven integration is disabled. Select it in the sidebar in BlenderMCP, then run it again.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Tool] Code executed successfully: Scene cleared.

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

[Tool] Code executed successfully: Materials successfully configured: ['metal', 'fabric', 'copper', 'hose', 'desk', 'glow']

[Tool] Code executed successfully: Desk built.

[Tool] Code executed successfully: Generative bone function defined and test bone created.

[Assistant] able

[Tool] Code executed successfully: Helper function defined.

[Tool] Code executed successfully: Fabric sleeve creator defined.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_joint_actuator' is not defined

[Tool] Error executing code: Communication error with Blender: Code execution error: BMElemSeq[index]: index -16 out of range

[Tool] Code executed successfully: Articulated architecture generated perfectly!

[Assistant]
/The design incorporates skeletal bone meshes, cylinders, and fabric sleeves. Now we need to add the three-clawed gripper (with miniature optimized-lattice claws in radial symmetry), corrugated hose service umbilical (routed and clipped along the arm), and the target object (glowing artifact) on the desk.

Let's do this step-by-step. First, let's write a function to construct the exquisite three-clawed gripper at the wrist (Joint 4), and the corrugated service hose running back along the arm segments.

For the three-clawed gripper:
- Radial symmetry (three fingers spaced 120 degrees apart)
- Posed partly open, reaching towards the table center target
- Each finger has optimized-lattice miniature construction. We can model this beautifully using a custom organic curved mesh with Skin + Subsurf modifier.
- Connects to wrist via corrugated hose.

For the service umbilical/corrugated hose:
- Rigid segments/clips routing it back along the forearm and shoulder
- Ribbed rubber black hose material. We can model this by adding a curve, converting to mesh, or generating a procedural ribbed tube with a subdivision + displacement or thin cylinder loops. Let's create it with a real screw/curved extrusion for that beautiful ribbed look.

Let's write a python script for both gripper and corrugated hose. Let's do the gripper first.
Target object:
- Small glowing futuristic crystal/artifact, located near (-0.2, 0.2, 0.05). Let's design a complex geometric artifact with bevels and a glow material.

Let's execute code to create the target artifact and the three-clawed gripper. Let's make sure we find `Joint_4_Wrist_Empty` since we will parent the gripper to it!

First let's inspect the active scene objects to get the precise name of the wrist joint empty. It is named `"Joint_4_Wrist_Empty"`. Let's build the claw gripper relative to it. Let's write the code for this.

[Tool] Code executed successfully: 3-clawed modular radial gripper successfully complete.

[Tool] Code executed successfully: Glowing target built nicely.

[Assistant]
/Let's zoom the view, setup the camera, and implement the corrugated service umbilical hose!
The umbilical hose needs to:
- Connect the wrist/forearm segment and run back along the segments.
- Have a ribbed corrugated texture/mesh structure.
- Look beautifully clipped and routed as an engineered service line.

Let's write a python function to generate the corrugated hose along a specified curved path.
We can define a path (list of coordinates or a Bezier curve) and generate a ribbed tube.
To generate a ribbed tube safely and beautifully without using extra complex curve steps, we can:
- Model a series of small, closely-packed copper/rubber rings or a helical cylinder sweep! Let's do a sequence of overlapping/interlocked torus rings along a curve, or a custom cylinder with a wave displace, or an array of cylinders.
- Alternatively, we can construct the hose using a bezier curve with extrusions, then apply a procedural displacement texture in the hose material node to create the ribbed bumps. This is mathematically elegant, extremely light, and renders with jaw-dropping precision in Cycles!
Let's see: we can define a Bezier Curve in Blender, give it a Bevel Depth, and then in the shader we use a procedural wave texture to drive a Bump node. This mimics exactly the flexible ribbed tubing! Let's also place solid metal mounting clips along the arm segments that the hose passes through to show robust engineering.

Let's do this! Let's write the routing script.

[Tool] Code executed successfully: Corrugated umbilical service lines successfully completed and routed.

[Assistant]
/Let's set up the camera and lighting to look stunning, with beautiful warm/cool values, and some soft rim light highlighting the organic bones.

We want a magnificent angle composition:
- Let's place the camera close, looking down diagonally at the arm reaching towards the glowing crystal artifact on the table.
- Use Cycles as required. Set it up using standard camera and scene optimization for 1:1 format.
- Let's add multiple lights:
  1. Key light: A clean soft warm light from top-left.
  2. Rim/Accent light: A cool blue/cyan rim light from back-right to illuminate the mechanical joint edges, fabric sleeves, and metallic bones.
  3. Ambient Fill light: A soft neutral fill light to bring out details in the shadowed fabric folds.
  4. Subtle desk lamp/localized spot: A warm spot on the glowing artifact to accent the workstation.

Let's first build a python script to set up:
- The camera, located at (1.1, -1.1, 0.95), looking towards (-0.05, -0.05, 0.35) (the center of the robotic arm's dynamic reach pose).
- Let's adjust composition so that the arm, table, and artifact fill the frame perfectly and look incredibly professional.
- Let's execute the script!

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

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Max Size

User Prompt

get_viewport_screenshotArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

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

{"id":"gen-1784091917-rdGAdakedG4am6viLPgx","object":"chat.completion","created":1784091917,"model":"google/gemini-3.5-flash","provider":"Google AI Studio","system_fingerprint":null,"service_tier":"default","choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"STOP","message":{"role":"assistant","content":null,"refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"jw22vs7g","function":{"name":"execute_blender_code","arguments":"{\"user_prompt\":\"Re-run studio camera and light setups utilizing standard property checks.\",\"code\":\"import bpy\\nimport math\\n\\n# Let's fix the camera DOF access. In Blender, DOF properties are on `Camera.dof` directly, \\n# and the toggle is `Camera.dof.use_dof` depending on the version. Let's write a robust version.\\n\\ndef setup_camera_and_lighting_fixed():\\n    for obj in list(bpy.data.objects):\\n        if obj.type in ['CAMERA', 'LIGHT']:\\n            bpy.data.objects.remove(obj, do_unlink=True)\\n            \\n    cam_data = bpy.data.cameras.new(\\\"Contestant_Camera\\\")\\n    cam_obj = bpy.data.objects.new(\\\"Camera\\\", cam_data)\\n    bpy.context.collection.objects.link(cam_obj)\\n    \\n    # Excellent positioning: frames the dynamic reaching robotic gesture perfectly\\n    cam_obj.location = (1.1, -1.1, 0.75)\\n    \\n    target = (-0.02, -0.02, 0.35)\\n    dx = target[0] - cam_obj.location[0]\\n    dy = target[1] - cam_obj.location[1]\\n    dz = target[2] - cam_obj.location[2]\\n    \\n    yaw = math.atan2(dy, dx) + math.pi / 2\\n    pitch = math.pi / 2 - math.atan2(dz, math.sqrt(dx*dx + dy*dy))\\n    cam_obj.rotation_euler = (pitch, 0, yaw)\\n    \\n    bpy.context.scene.camera = cam_obj\\n    cam_data.lens = 55.0\\n    \\n    # Configure DOF safely\\n    if hasattr(cam_data, \\\"dof\\\"):\\n        cam_data.dof.use_dof = True\\n        cam_data.dof.focus_distance = 1.35\\n        if hasattr(cam_data.dof, \\\"aperture_fstop\\\"):\\n            cam_data.dof.aperture_fstop = 2.4\\n            \\n    # Set Cycles as the rendering engine\\n    bpy.context.scene.render.engine = 'CYCLES'\\n    bpy.context.scene.cycles.samples = 64\\n    \\n    # Render resolution and formatting (1:1 aspect ratio)\\n    bpy.context.scene.render.resolution_x = 1536\\n    bpy.context.scene.render.resolution_y = 1536\\n    \\n    # Color Management: Filmic or AgX if available (Standard high-fidelity)\\n    bpy.context.scene.view_settings.view_transform = 'AgX' if hasattr(bpy.context.scene.view_settings, \\\"view_transform\\\") else 'Filmic'\\n    bpy.context.scene.view_settings.look = 'High Contrast'\\n    \\n    # 3-point light system\\n    key_light_data = bpy.data.lights.new(name=\\\"Studio_Key\\\", type='AREA')\\n    key_light_data.energy = 220.0\\n    key_light_data.size = 0.6\\n    key_light_data.color = (1.0, 0.92, 0.83)\\n    key_obj = bpy.data.objects.new(\\\"Key_Light\\\", key_light_data)\\n    bpy.context.collection.objects.link(key_obj)\\n    key_obj.location = (1.2, -0.5, 1.3)\\n    key_obj.rotation_euler = (math.radians(40), 0, math.radians(65))\\n    \\n    rim_light_data = bpy.data.lights.new(name=\\\"Studio_Rim\\\", type='AREA')\\n    rim_light_data.energy = 450.0\\n    rim_light_data.size = 0.8\\n    rim_light_data.color = (0.5, 0.8, 1.0)\\n    rim_obj = bpy.data.objects.new(\\\"Rim_Light\\\", rim_light_data)\\n    bpy.context.collection.objects.link(rim_obj)\\n    rim_obj.location = (-0.8, 0.8, 1.0)\\n    rim_obj.rotation_euler = (math.radians(-30), 0, math.radians(-45))\\n    \\n    fill_light_data = bpy.data.lights.new(name=\\\"Studio_Fill\\\", type='AREA')\\n    fill_light_data.energy = 50.0\\n    fill_light_data.size = 1.2\\n    fill_light_data.color = (0.9, 0.95, 1.0)\\n    fill_obj = bpy.data.objects.new(\\\"Fill_Light\\\", fill_light_data)\\n    bpy.context.collection.objects.link(fill_obj)\\n    fill_obj.location = (-0.6, -1.0, 0.6)\\n    fill_obj.rotation_euler = (math.radians(15), 0, math.radians(-110))\\n    \\n    spot_data = bpy.data.lights.new(name=\\\"Artifact_Spot\\\", type='SPOT')\\n    spot_data.energy = 45.0\\n    spot_data.spot_size = math.radians(35)\\n    spot_data.spot_blend = 0.5\\n    spot_data.color = (0.0, 0.6, 1.0)\\n    spot_obj = bpy.data.objects.new(\\\"Artifact_Spot_Light\\\", spot_data)\\n    bpy.context.collection.objects.link(spot_obj)\\n    spot_obj.location = (-0.05, 0.05, 0.5)\\n    spot_obj.rotation_euler = (0, 0, 0)\\n    \\n    print(\\\"Camera and lights configured successfully with Cycles engine activation.\\\")\\n\\nsetup_camera_and_lighting_fixed()\\n\"}"}}],"reasoning_details":[{"type":"reasoning.encrypted","data":"EiYKJGUyNDgzMGE3LTVjZDYtNDJmZS05OThiLWVlNTM5ZTcyYjljMw==","format":"google-gemini-v1","id":"jw22vs7g","index":0}]}}],"usage":{"prompt_tokens":35138,"completion_tokens":1437,"total_tokens":36575,"cost":0.060159,"is_byok":false,"prompt_tokens_details":{"cached_tokens":4060,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.060159,"upstream_inference_prompt_cost":0.047226,"upstream_inference_completions_cost":0.012933},"completion_tokens_details":{"reasoning_tokens":0,"image_tokens":0,"audio_tokens":0}}}

Re-run studio camera and light setups utilizing standard property checks.

import bpy
import math

# Let's fix the camera DOF access. In Blender, DOF properties are on `Camera.dof` directly,
# and the toggle is `Camera.dof.use_dof` depending on the version. Let's write a robust version.

def setup_camera_and_lighting_fixed():
    for obj in list(bpy.data.objects):
        if obj.type in ['CAMERA', 'LIGHT']:
            bpy.data.objects.remove(obj, do_unlink=True)

    cam_data = bpy.data.cameras.new("Contestant_Camera")
    cam_obj = bpy.data.objects.new("Camera", cam_data)
    bpy.context.collection.objects.link(cam_obj)

    # Excellent positioning: frames the dynamic reaching robotic gesture perfectly
    cam_obj.location = (1.1, -1.1, 0.75)

    target = (-0.02, -0.02, 0.35)
    dx = target[0] - cam_obj.location[0]
    dy = target[1] - cam_obj.location[1]
    dz = target[2] - cam_obj.location[2]

    yaw = math.atan2(dy, dx) + math.pi / 2
    pitch = math.pi / 2 - math.atan2(dz, math.sqrt(dx*dx + dy*dy))
    cam_obj.rotation_euler = (pitch, 0, yaw)

    bpy.context.scene.camera = cam_obj
    cam_data.lens = 55.0

    # Configure DOF safely
    if hasattr(cam_data, "dof"):
        cam_data.dof.use_dof = True
        cam_data.dof.focus_distance = 1.35
        if hasattr(cam_data.dof, "aperture_fstop"):
            cam_data.dof.aperture_fstop = 2.4

    # Set Cycles as the rendering engine
    bpy.context.scene.render.engine = 'CYCLES'
    bpy.context.scene.cycles.samples = 64

    # Render resolution and formatting (1:1 aspect ratio)
    bpy.context.scene.render.resolution_x = 1536
    bpy.context.scene.render.resolution_y = 1536

    # Color Management: Filmic or AgX if available (Standard high-fidelity)
    bpy.context.scene.view_settings.view_transform = 'AgX' if hasattr(bpy.context.scene.view_settings, "view_transform") else 'Filmic'
    bpy.context.scene.view_settings.look = 'High Contrast'

    # 3-point light system
    key_light_data = bpy.data.lights.new(name="Studio_Key", type='AREA')
    key_light_data.energy = 220.0
    key_light_data.size = 0.6
    key_light_data.color = (1.0, 0.92, 0.83)
    key_obj = bpy.data.objects.new("Key_Light", key_light_data)
    bpy.context.collection.objects.link(key_obj)
    key_obj.location = (1.2, -0.5, 1.3)
    key_obj.rotation_euler = (math.radians(40), 0, math.radians(65))

    rim_light_data = bpy.data.lights.new(name="Studio_Rim", type='AREA')
    rim_light_data.energy = 450.0
    rim_light_data.size = 0.8
    rim_light_data.color = (0.5, 0.8, 1.0)
    rim_obj = bpy.data.objects.new("Rim_Light", rim_light_data)
    bpy.context.collection.objects.link(rim_obj)
    rim_obj.location = (-0.8, 0.8, 1.0)
    rim_obj.rotation_euler = (math.radians(-30), 0, math.radians(-45))

    fill_light_data = bpy.data.lights.new(name="Studio_Fill", type='AREA')
    fill_light_data.energy = 50.0
    fill_light_data.size = 1.2
    fill_light_data.color = (0.9, 0.95, 1.0)
    fill_obj = bpy.data.objects.new("Fill_Light", fill_light_data)
    bpy.context.collection.objects.link(fill_obj)
    fill_obj.location = (-0.6, -1.0, 0.6)
    fill_obj.rotation_euler = (math.radians(15), 0, math.radians(-110))

    spot_data = bpy.data.lights.new(name="Artifact_Spot", type='SPOT')
    spot_data.energy = 45.0
    spot_data.spot_size = math.radians(35)
    spot_data.spot_blend = 0.5
    spot_data.color = (0.0, 0.6, 1.0)
    spot_obj = bpy.data.objects.new("Artifact_Spot_Light", spot_data)
    bpy.context.collection.objects.link(spot_obj)
    spot_obj.location = (-0.05, 0.05, 0.5)
    spot_obj.rotation_euler = (0, 0, 0)

    print("Camera and lights configured successfully with Cycles engine activation.")

setup_camera_and_lighting_fixed()

{"user_prompt":"Re-run studio camera and light setups utilizing standard property checks.","code":"import bpy\nimport math\n\n# Let's fix the camera DOF access. In Blender, DOF properties are on `Camera.dof` directly, \n# and the toggle is `Camera.dof.use_dof` depending on the version. Let's write a robust version.\n\ndef setup_camera_and_lighting_fixed():\n    for obj in list(bpy.data.objects):\n        if obj.type in ['CAMERA', 'LIGHT']:\n            bpy.data.objects.remove(obj, do_unlink=True)\n            \n    cam_data = bpy.data.cameras.new(\"Contestant_Camera\")\n    cam_obj = bpy.data.objects.new(\"Camera\", cam_data)\n    bpy.context.collection.objects.link(cam_obj)\n    \n    # Excellent positioning: frames the dynamic reaching robotic gesture perfectly\n    cam_obj.location = (1.1, -1.1, 0.75)\n    \n    target = (-0.02, -0.02, 0.35)\n    dx = target[0] - cam_obj.location[0]\n    dy = target[1] - cam_obj.location[1]\n    dz = target[2] - cam_obj.location[2]\n    \n    yaw = math.atan2(dy, dx) + math.pi / 2\n    pitch = math.pi / 2 - math.atan2(dz, math.sqrt(dx*dx + dy*dy))\n    cam_obj.rotation_euler = (pitch, 0, yaw)\n    \n    bpy.context.scene.camera = cam_obj\n    cam_data.lens = 55.0\n    \n    # Configure DOF safely\n    if hasattr(cam_data, \"dof\"):\n        cam_data.dof.use_dof = True\n        cam_data.dof.focus_distance = 1.35\n        if hasattr(cam_data.dof, \"aperture_fstop\"):\n            cam_data.dof.aperture_fstop = 2.4\n            \n    # Set Cycles as the rendering engine\n    bpy.context.scene.render.engine = 'CYCLES'\n    bpy.context.scene.cycles.samples = 64\n    \n    # Render resolution and formatting (1:1 aspect ratio)\n    bpy.context.scene.render.resolution_x = 1536\n    bpy.context.scene.render.resolution_y = 1536\n    \n    # Color Management: Filmic or AgX if available (Standard high-fidelity)\n    bpy.context.scene.view_settings.view_transform = 'AgX' if hasattr(bpy.context.scene.view_settings, \"view_transform\") else 'Filmic'\n    bpy.context.scene.view_settings.look = 'High Contrast'\n    \n    # 3-point light system\n    key_light_data = bpy.data.lights.new(name=\"Studio_Key\", type='AREA')\n    key_light_data.energy = 220.0\n    key_light_data.size = 0.6\n    key_light_data.color = (1.0, 0.92, 0.83)\n    key_obj = bpy.data.objects.new(\"Key_Light\", key_light_data)\n    bpy.context.collection.objects.link(key_obj)\n    key_obj.location = (1.2, -0.5, 1.3)\n    key_obj.rotation_euler = (math.radians(40), 0, math.radians(65))\n    \n    rim_light_data = bpy.data.lights.new(name=\"Studio_Rim\", type='AREA')\n    rim_light_data.energy = 450.0\n    rim_light_data.size = 0.8\n    rim_light_data.color = (0.5, 0.8, 1.0)\n    rim_obj = bpy.data.objects.new(\"Rim_Light\", rim_light_data)\n    bpy.context.collection.objects.link(rim_obj)\n    rim_obj.location = (-0.8, 0.8, 1.0)\n    rim_obj.rotation_euler = (math.radians(-30), 0, math.radians(-45))\n    \n    fill_light_data = bpy.data.lights.new(name=\"Studio_Fill\", type='AREA')\n    fill_light_data.energy = 50.0\n    fill_light_data.size = 1.2\n    fill_light_data.color = (0.9, 0.95, 1.0)\n    fill_obj = bpy.data.objects.new(\"Fill_Light\", fill_light_data)\n    bpy.context.collection.objects.link(fill_obj)\n    fill_obj.location = (-0.6, -1.0, 0.6)\n    fill_obj.rotation_euler = (math.radians(15), 0, math.radians(-110))\n    \n    spot_data = bpy.data.lights.new(name=\"Artifact_Spot\", type='SPOT')\n    spot_data.energy = 45.0\n    spot_data.spot_size = math.radians(35)\n    spot_data.spot_blend = 0.5\n    spot_data.color = (0.0, 0.6, 1.0)\n    spot_obj = bpy.data.objects.new(\"Artifact_Spot_Light\", spot_data)\n    bpy.context.collection.objects.link(spot_obj)\n    spot_obj.location = (-0.05, 0.05, 0.5)\n    spot_obj.rotation_euler = (0, 0, 0)\n    \n    print(\"Camera and lights configured successfully with Cycles engine activation.\")\n\nsetup_camera_and_lighting_fixed()\n"}


Re-run studio camera and light setups utilizing standard property checks.

import bpy
import math

# Let's fix the camera DOF access. In Blender, DOF properties are on `Camera.dof` directly,
# and the toggle is `Camera.dof.use_dof` depending on the version. Let's write a robust version.

def setup_camera_and_lighting_fixed():
    for obj in list(bpy.data.objects):
        if obj.type in ['CAMERA', 'LIGHT']:
            bpy.data.objects.remove(obj, do_unlink=True)

    cam_data = bpy.data.cameras.new("Contestant_Camera")
    cam_obj = bpy.data.objects.new("Camera", cam_data)
    bpy.context.collection.objects.link(cam_obj)

    # Excellent positioning: frames the dynamic reaching robotic gesture perfectly
    cam_obj.location = (1.1, -1.1, 0.75)

    target = (-0.02, -0.02, 0.35)
    dx = target[0] - cam_obj.location[0]
    dy = target[1] - cam_obj.location[1]
    dz = target[2] - cam_obj.location[2]

    yaw = math.atan2(dy, dx) + math.pi / 2
    pitch = math.pi / 2 - math.atan2(dz, math.sqrt(dx*dx + dy*dy))
    cam_obj.rotation_euler = (pitch, 0, yaw)

    bpy.context.scene.camera = cam_obj
    cam_data.lens = 55.0

    # Configure DOF safely
    if hasattr(cam_data, "dof"):
        cam_data.dof.use_dof = True
        cam_data.dof.focus_distance = 1.35
        if hasattr(cam_data.dof, "aperture_fstop"):
            cam_data.dof.aperture_fstop = 2.4

    # Set Cycles as the rendering engine
    bpy.context.scene.render.engine = 'CYCLES'
    bpy.context.scene.cycles.samples = 64

    # Render resolution and formatting (1:1 aspect ratio)
    bpy.context.scene.render.resolution_x = 1536
    bpy.context.scene.render.resolution_y = 1536

    # Color Management: Filmic or AgX if available (Standard high-fidelity)
    bpy.context.scene.view_settings.view_transform = 'AgX' if hasattr(bpy.context.scene.view_settings, "view_transform") else 'Filmic'
    bpy.context.scene.view_settings.look = 'High Contrast'

    # 3-point light system
    key_light_data = bpy.data.lights.new(name="Studio_Key", type='AREA')
    key_light_data.energy = 220.0
    key_light_data.size = 0.6
    key_light_data.color = (1.0, 0.92, 0.83)
    key_obj = bpy.data.objects.new("Key_Light", key_light_data)
    bpy.context.collection.objects.link(key_obj)
    key_obj.location = (1.2, -0.5, 1.3)
    key_obj.rotation_euler = (math.radians(40), 0, math.radians(65))

    rim_light_data = bpy.data.lights.new(name="Studio_Rim", type='AREA')
    rim_light_data.energy = 450.0
    rim_light_data.size = 0.8
    rim_light_data.color = (0.5, 0.8, 1.0)
    rim_obj = bpy.data.objects.new("Rim_Light", rim_light_data)
    bpy.context.collection.objects.link(rim_obj)
    rim_obj.location = (-0.8, 0.8, 1.0)
    rim_obj.rotation_euler = (math.radians(-30), 0, math.radians(-45))

    fill_light_data = bpy.data.lights.new(name="Studio_Fill", type='AREA')
    fill_light_data.energy = 50.0
    fill_light_data.size = 1.2
    fill_light_data.color = (0.9, 0.95, 1.0)
    fill_obj = bpy.data.objects.new("Fill_Light", fill_light_data)
    bpy.context.collection.objects.link(fill_obj)
    fill_obj.location = (-0.6, -1.0, 0.6)
    fill_obj.rotation_euler = (math.radians(15), 0, math.radians(-110))

    spot_data = bpy.data.lights.new(name="Artifact_Spot", type='SPOT')
    spot_data.energy = 45.0
    spot_data.spot_size = math.radians(35)
    spot_data.spot_blend = 0.5
    spot_data.color = (0.0, 0.6, 1.0)
    spot_obj = bpy.data.objects.new("Artifact_Spot_Light", spot_data)
    bpy.context.collection.objects.link(spot_obj)
    spot_obj.location = (-0.05, 0.05, 0.5)
    spot_obj.rotation_euler = (0, 0, 0)

    print("Camera and lights configured successfully with Cycles engine activation.")

setup_camera_and_lighting_fixed()


Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "High Contrast" not found in ('None', 'AgX - Punchy', 'AgX - Greyscale', 'AgX - Very High Contrast', 'AgX - High Contrast', 'AgX - Medium High Contrast', 'AgX - Base Contrast', 'AgX - Medium Low Contrast', 'AgX - Low Contrast', 'AgX - Very Low Contrast')


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

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A desk-mounted robotic arm with at least four articulated joints, posed mid-reach toward a small object on the desk — but not an industrial catalog part. This arm is generatively designed: its metal frame has the parametric, "AI-optimized" look of topology-optimized engineering — organic load-bearing branches, smooth bone-like transitions, lattice or voronoi-style cutouts where material was removed because the algorithm decided nothing needed to be there. Every strut should look grown to carry its exact load, not extruded.

Over that frame, a second material layer: woven technical fabric. Tensioned textile sleeves and panels — visible weave pattern, carbon-fiber or ballistic-cloth character — wrap sections of the segments over the optimized metal skeleton, so the arm reads as engineered musculature over engineered bone. The interplay of the two materials (taut woven fiber against machined/printed alloy) is the material centerpiece.

The manipulator: a three-clawed gripper at the wrist — three fingers in radial symmetry, each with the same optimized-lattice construction in miniature, posed partly open toward the target object. The gripper connects to the forearm through corrugated hose: flexible ribbed tubing gathered at the wrist, running back along the arm as its visible service umbilical (power, data, pneumatics), routed and clipped like it was engineered, not draped.

The mechanics must still look like they could actually work: visible rotation axes at every joint, with actuators, cable runs, or tendon-like elements explaining how each segment moves; segments tapering plausibly from a heavy base to the fine three-claw head. The pose must be believable for the joint layout: no segment intersecting another, no joint bent in a way its geometry couldn't allow.

</task>

[Tool] PolyHaven integration is disabled. Select it in the sidebar in BlenderMCP, then run it again.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Tool] Code executed successfully: Scene cleared.

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

[Tool] Code executed successfully: Materials successfully configured: ['metal', 'fabric', 'copper', 'hose', 'desk', 'glow']

[Tool] Code executed successfully: Desk built.

[Tool] Code executed successfully: Generative bone function defined and test bone created.

[Assistant] able

[Tool] Code executed successfully: Helper function defined.

[Tool] Code executed successfully: Fabric sleeve creator defined.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_joint_actuator' is not defined

[Tool] Error executing code: Communication error with Blender: Code execution error: BMElemSeq[index]: index -16 out of range

[Tool] Code executed successfully: Articulated architecture generated perfectly!

[Assistant]
/The design incorporates skeletal bone meshes, cylinders, and fabric sleeves. Now we need to add the three-clawed gripper (with miniature optimized-lattice claws in radial symmetry), corrugated hose service umbilical (routed and clipped along the arm), and the target object (glowing artifact) on the desk.

Let's do this step-by-step. First, let's write a function to construct the exquisite three-clawed gripper at the wrist (Joint 4), and the corrugated service hose running back along the arm segments.

For the three-clawed gripper:
- Radial symmetry (three fingers spaced 120 degrees apart)
- Posed partly open, reaching towards the table center target
- Each finger has optimized-lattice miniature construction. We can model this beautifully using a custom organic curved mesh with Skin + Subsurf modifier.
- Connects to wrist via corrugated hose.

For the service umbilical/corrugated hose:
- Rigid segments/clips routing it back along the forearm and shoulder
- Ribbed rubber black hose material. We can model this by adding a curve, converting to mesh, or generating a procedural ribbed tube with a subdivision + displacement or thin cylinder loops. Let's create it with a real screw/curved extrusion for that beautiful ribbed look.

Let's write a python script for both gripper and corrugated hose. Let's do the gripper first.
Target object:
- Small glowing futuristic crystal/artifact, located near (-0.2, 0.2, 0.05). Let's design a complex geometric artifact with bevels and a glow material.

Let's execute code to create the target artifact and the three-clawed gripper. Let's make sure we find `Joint_4_Wrist_Empty` since we will parent the gripper to it!

First let's inspect the active scene objects to get the precise name of the wrist joint empty. It is named `"Joint_4_Wrist_Empty"`. Let's build the claw gripper relative to it. Let's write the code for this.

[Tool] Code executed successfully: 3-clawed modular radial gripper successfully complete.

[Tool] Code executed successfully: Glowing target built nicely.

[Assistant]
/Let's zoom the view, setup the camera, and implement the corrugated service umbilical hose!
The umbilical hose needs to:
- Connect the wrist/forearm segment and run back along the segments.
- Have a ribbed corrugated texture/mesh structure.
- Look beautifully clipped and routed as an engineered service line.

Let's write a python function to generate the corrugated hose along a specified curved path.
We can define a path (list of coordinates or a Bezier curve) and generate a ribbed tube.
To generate a ribbed tube safely and beautifully without using extra complex curve steps, we can:
- Model a series of small, closely-packed copper/rubber rings or a helical cylinder sweep! Let's do a sequence of overlapping/interlocked torus rings along a curve, or a custom cylinder with a wave displace, or an array of cylinders.
- Alternatively, we can construct the hose using a bezier curve with extrusions, then apply a procedural displacement texture in the hose material node to create the ribbed bumps. This is mathematically elegant, extremely light, and renders with jaw-dropping precision in Cycles!
Let's see: we can define a Bezier Curve in Blender, give it a Bevel Depth, and then in the shader we use a procedural wave texture to drive a Bump node. This mimics exactly the flexible ribbed tubing! Let's also place solid metal mounting clips along the arm segments that the hose passes through to show robust engineering.

Let's do this! Let's write the routing script.

[Tool] Code executed successfully: Corrugated umbilical service lines successfully completed and routed.

[Assistant]
/Let's set up the camera and lighting to look stunning, with beautiful warm/cool values, and some soft rim light highlighting the organic bones.

We want a magnificent angle composition:
- Let's place the camera close, looking down diagonally at the arm reaching towards the glowing crystal artifact on the table.
- Use Cycles as required. Set it up using standard camera and scene optimization for 1:1 format.
- Let's add multiple lights:
  1. Key light: A clean soft warm light from top-left.
  2. Rim/Accent light: A cool blue/cyan rim light from back-right to illuminate the mechanical joint edges, fabric sleeves, and metallic bones.
  3. Ambient Fill light: A soft neutral fill light to bring out details in the shadowed fabric folds.
  4. Subtle desk lamp/localized spot: A warm spot on the glowing artifact to accent the workstation.

Let's first build a python script to set up:
- The camera, located at (1.1, -1.1, 0.95), looking towards (-0.05, -0.05, 0.35) (the center of the robotic arm's dynamic reach pose).
- Let's adjust composition so that the arm, table, and artifact fill the frame perfectly and look incredibly professional.
- Let's execute the script!

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

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "High Contrast" not found in ('None', 'AgX - Punchy', 'AgX - Greyscale', 'AgX - Very High Contrast', 'AgX - High Contrast', 'AgX - Medium High Contrast', 'AgX - Base Contrast', 'AgX - Medium Low Contrast', 'AgX - Low Contrast', 'AgX - Very Low Contrast')

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Capture a screenshot of the current Blender 3D viewport.

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

    Returns the screenshot as an Image.

Max Size

User Prompt

get_viewport_screenshotArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

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

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

A desk-mounted robotic arm with at least four articulated joints, posed mid-reach toward a small object on the desk — but not an industrial catalog part. This arm is generatively designed: its metal frame has the parametric, "AI-optimized" look of topology-optimized engineering — organic load-bearing branches, smooth bone-like transitions, lattice or voronoi-style cutouts where material was removed because the algorithm decided nothing needed to be there. Every strut should look grown to carry its exact load, not extruded.

Over that frame, a second material layer: woven technical fabric. Tensioned textile sleeves and panels — visible weave pattern, carbon-fiber or ballistic-cloth character — wrap sections of the segments over the optimized metal skeleton, so the arm reads as engineered musculature over engineered bone. The interplay of the two materials (taut woven fiber against machined/printed alloy) is the material centerpiece.

The manipulator: a three-clawed gripper at the wrist — three fingers in radial symmetry, each with the same optimized-lattice construction in miniature, posed partly open toward the target object. The gripper connects to the forearm through corrugated hose: flexible ribbed tubing gathered at the wrist, running back along the arm as its visible service umbilical (power, data, pneumatics), routed and clipped like it was engineered, not draped.

The mechanics must still look like they could actually work: visible rotation axes at every joint, with actuators, cable runs, or tendon-like elements explaining how each segment moves; segments tapering plausibly from a heavy base to the fine three-claw head. The pose must be believable for the joint layout: no segment intersecting another, no joint bent in a way its geometry couldn't allow.

</task>

[Tool] PolyHaven integration is disabled. Select it in the sidebar in BlenderMCP, then run it again.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Tool] Code executed successfully: Scene cleared.

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

[Tool] Code executed successfully: Materials successfully configured: ['metal', 'fabric', 'copper', 'hose', 'desk', 'glow']

[Tool] Code executed successfully: Desk built.

[Tool] Code executed successfully: Generative bone function defined and test bone created.

[Assistant] able

[Tool] Code executed successfully: Helper function defined.

[Tool] Code executed successfully: Fabric sleeve creator defined.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_joint_actuator' is not defined

[Tool] Error executing code: Communication error with Blender: Code execution error: BMElemSeq[index]: index -16 out of range

[Tool] Code executed successfully: Articulated architecture generated perfectly!

[Assistant]
/The design incorporates skeletal bone meshes, cylinders, and fabric sleeves. Now we need to add the three-clawed gripper (with miniature optimized-lattice claws in radial symmetry), corrugated hose service umbilical (routed and clipped along the arm), and the target object (glowing artifact) on the desk.

Let's do this step-by-step. First, let's write a function to construct the exquisite three-clawed gripper at the wrist (Joint 4), and the corrugated service hose running back along the arm segments.

For the three-clawed gripper:
- Radial symmetry (three fingers spaced 120 degrees apart)
- Posed partly open, reaching towards the table center target
- Each finger has optimized-lattice miniature construction. We can model this beautifully using a custom organic curved mesh with Skin + Subsurf modifier.
- Connects to wrist via corrugated hose.

For the service umbilical/corrugated hose:
- Rigid segments/clips routing it back along the forearm and shoulder
- Ribbed rubber black hose material. We can model this by adding a curve, converting to mesh, or generating a procedural ribbed tube with a subdivision + displacement or thin cylinder loops. Let's create it with a real screw/curved extrusion for that beautiful ribbed look.

Let's write a python script for both gripper and corrugated hose. Let's do the gripper first.
Target object:
- Small glowing futuristic crystal/artifact, located near (-0.2, 0.2, 0.05). Let's design a complex geometric artifact with bevels and a glow material.

Let's execute code to create the target artifact and the three-clawed gripper. Let's make sure we find `Joint_4_Wrist_Empty` since we will parent the gripper to it!

First let's inspect the active scene objects to get the precise name of the wrist joint empty. It is named `"Joint_4_Wrist_Empty"`. Let's build the claw gripper relative to it. Let's write the code for this.

[Tool] Code executed successfully: 3-clawed modular radial gripper successfully complete.

[Tool] Code executed successfully: Glowing target built nicely.

[Assistant]
/Let's zoom the view, setup the camera, and implement the corrugated service umbilical hose!
The umbilical hose needs to:
- Connect the wrist/forearm segment and run back along the segments.
- Have a ribbed corrugated texture/mesh structure.
- Look beautifully clipped and routed as an engineered service line.

Let's write a python function to generate the corrugated hose along a specified curved path.
We can define a path (list of coordinates or a Bezier curve) and generate a ribbed tube.
To generate a ribbed tube safely and beautifully without using extra complex curve steps, we can:
- Model a series of small, closely-packed copper/rubber rings or a helical cylinder sweep! Let's do a sequence of overlapping/interlocked torus rings along a curve, or a custom cylinder with a wave displace, or an array of cylinders.
- Alternatively, we can construct the hose using a bezier curve with extrusions, then apply a procedural displacement texture in the hose material node to create the ribbed bumps. This is mathematically elegant, extremely light, and renders with jaw-dropping precision in Cycles!
Let's see: we can define a Bezier Curve in Blender, give it a Bevel Depth, and then in the shader we use a procedural wave texture to drive a Bump node. This mimics exactly the flexible ribbed tubing! Let's also place solid metal mounting clips along the arm segments that the hose passes through to show robust engineering.

Let's do this! Let's write the routing script.

[Tool] Code executed successfully: Corrugated umbilical service lines successfully completed and routed.

[Assistant]
/Let's set up the camera and lighting to look stunning, with beautiful warm/cool values, and some soft rim light highlighting the organic bones.

We want a magnificent angle composition:
- Let's place the camera close, looking down diagonally at the arm reaching towards the glowing crystal artifact on the table.
- Use Cycles as required. Set it up using standard camera and scene optimization for 1:1 format.
- Let's add multiple lights:
  1. Key light: A clean soft warm light from top-left.
  2. Rim/Accent light: A cool blue/cyan rim light from back-right to illuminate the mechanical joint edges, fabric sleeves, and metallic bones.
  3. Ambient Fill light: A soft neutral fill light to bring out details in the shadowed fabric folds.
  4. Subtle desk lamp/localized spot: A warm spot on the glowing artifact to accent the workstation.

Let's first build a python script to set up:
- The camera, located at (1.1, -1.1, 0.95), looking towards (-0.05, -0.05, 0.35) (the center of the robotic arm's dynamic reach pose).
- Let's adjust composition so that the arm, table, and artifact fill the frame perfectly and look incredibly professional.
- Let's execute the script!

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

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "High Contrast" not found in ('None', 'AgX - Punchy', 'AgX - Greyscale', 'AgX - Very High Contrast', 'AgX - High Contrast', 'AgX - Medium High Contrast', 'AgX - Base Contrast', 'AgX - Medium Low Contrast', 'AgX - Low Contrast', 'AgX - Very Low Contrast')

User Prompt

get_scene_infoArguments

Object Name

User Prompt

get_object_infoArguments

Max Size

User Prompt

get_viewport_screenshotArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

User Prompt

get_polyhaven_categoriesArguments

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

User Prompt

get_polyhaven_statusArguments

User Prompt

User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

Uid

User Prompt

get_sketchfab_model_previewArguments

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

Text Prompt

Bbox Condition

User Prompt

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

Subscription Key

Request Id

poll_rodin_job_statusArguments

Name

Task Uuid

Request Id

import_generated_assetArguments

User Prompt

Text Prompt

Input Image Url

User Prompt

Job Id

poll_hunyuan_job_statusArguments

Name

Zip File Url

import_generated_asset_hunyuanArguments

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

{"id":"gen-1784091925-GKXbwS94t53kmZnsYDkM","object":"chat.completion","created":1784091925,"model":"google/gemini-3.5-flash","provider":"Google AI Studio","system_fingerprint":null,"service_tier":"default","choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"STOP","message":{"role":"assistant","content":null,"refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"pesev2i8","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy\\nimport math\\n\\n# Let's fix the contrast setting to use 'AgX - High Contrast' if AgX is activated, otherwise 'High Contrast' for Filmic!\\n\\ndef setup_camera_and_lighting_safe():\\n    for obj in list(bpy.data.objects):\\n        if obj.type in ['CAMERA', 'LIGHT']:\\n            bpy.data.objects.remove(obj, do_unlink=True)\\n            \\n    cam_data = bpy.data.cameras.new(\\\"Contestant_Camera\\\")\\n    cam_obj = bpy.data.objects.new(\\\"Camera\\\", cam_data)\\n    bpy.context.collection.objects.link(cam_obj)\\n    \\n    # Perfect framing location\\n    cam_obj.location = (1.1, -1.1, 0.75)\\n    \\n    target = (-0.02, -0.02, 0.35)\\n    dx = target[0] - cam_obj.location[0]\\n    dy = target[1] - cam_obj.location[1]\\n    dz = target[2] - cam_obj.location[2]\\n    \\n    yaw = math.atan2(dy, dx) + math.pi / 2\\n    pitch = math.pi / 2 - math.atan2(dz, math.sqrt(dx*dx + dy*dy))\\n    cam_obj.rotation_euler = (pitch, 0, yaw)\\n    \\n    bpy.context.scene.camera = cam_obj\\n    cam_data.lens = 55.0\\n    \\n    # Configure DOF safely\\n    if hasattr(cam_data, \\\"dof\\\"):\\n        cam_data.dof.use_dof = True\\n        cam_data.dof.focus_distance = 1.35\\n        if hasattr(cam_data.dof, \\\"aperture_fstop\\\"):\\n            cam_data.dof.aperture_fstop = 2.4\\n            \\n    # Set Cycles as the rendering engine\\n    bpy.context.scene.render.engine = 'CYCLES'\\n    bpy.context.scene.cycles.samples = 64\\n    \\n    # Render resolution and formatting (1:1 aspect ratio)\\n    bpy.context.scene.render.resolution_x = 1536\\n    bpy.context.scene.render.resolution_y = 1536\\n    \\n    # Color Management color transform logic\\n    if hasattr(bpy.context.scene.view_settings, \\\"view_transform\\\"):\\n        # Let's see what values are available or standard\\n        try:\\n            bpy.context.scene.view_settings.view_transform = 'AgX'\\n            bpy.context.scene.view_settings.look = 'AgX - High Contrast'\\n        except Exception:\\n            try:\\n                bpy.context.scene.view_settings.view_transform = 'Filmic'\\n                bpy.context.scene.view_settings.look = 'High Contrast'\\n            except Exception:\\n                bpy.context.scene.view_settings.view_transform = 'Standard'\\n                bpy.context.scene.view_settings.look = 'None'\\n    \\n    # 3-point light system\\n    key_light_data = bpy.data.lights.new(name=\\\"Studio_Key\\\", type='AREA')\\n    key_light_data.energy = 220.0\\n    key_light_data.size = 0.6\\n    key_light_data.color = (1.0, 0.92, 0.83)\\n    key_obj = bpy.data.objects.new(\\\"Key_Light\\\", key_light_data)\\n    bpy.context.collection.objects.link(key_obj)\\n    key_obj.location = (1.2, -0.5, 1.3)\\n    key_obj.rotation_euler = (math.radians(40), 0, math.radians(65))\\n    \\n    rim_light_data = bpy.data.lights.new(name=\\\"Studio_Rim\\\", type='AREA')\\n    rim_light_data.energy = 450.0\\n    rim_light_data.size = 0.8\\n    rim_light_data.color = (0.5, 0.8, 1.0)\\n    rim_obj = bpy.data.objects.new(\\\"Rim_Light\\\", rim_light_data)\\n    bpy.context.collection.objects.link(rim_obj)\\n    rim_obj.location = (-0.8, 0.8, 1.0)\\n    rim_obj.rotation_euler = (math.radians(-30), 0, math.radians(-45))\\n    \\n    fill_light_data = bpy.data.lights.new(name=\\\"Studio_Fill\\\", type='AREA')\\n    fill_light_data.energy = 50.0\\n    fill_light_data.size = 1.2\\n    fill_light_data.color = (0.9, 0.95, 1.0)\\n    fill_obj = bpy.data.objects.new(\\\"Fill_Light\\\", fill_light_data)\\n    bpy.context.collection.objects.link(fill_obj)\\n    fill_obj.location = (-0.6, -1.0, 0.6)\\n    fill_obj.rotation_euler = (math.radians(15), 0, math.radians(-110))\\n    \\n    spot_data = bpy.data.lights.new(name=\\\"Artifact_Spot\\\", type='SPOT')\\n    spot_data.energy = 45.0\\n    spot_data.spot_size = math.radians(35)\\n    spot_data.spot_blend = 0.5\\n    spot_data.color = (0.0, 0.6, 1.0)\\n    spot_obj = bpy.data.objects.new(\\\"Artifact_Spot_Light\\\", spot_data)\\n    bpy.context.collection.objects.link(spot_obj)\\n    spot_obj.location = (-0.05, 0.05, 0.5)\\n    spot_obj.rotation_euler = (0, 0, 0)\\n    \\n    print(\\\"Camera and lights configured successfully with safe scene-independent contrast logic!\\\")\\n\\nsetup_camera_and_lighting_safe()\\n\",\"user_prompt\":\"Re-run studio camera and light setups utilizing standard, exception-handled color transform configurations.\"}"}}],"reasoning_details":[{"type":"reasoning.encrypted","data":"EiYKJGUyNDgzMGE3LTVjZDYtNDJmZS05OThiLWVlNTM5ZTcyYjljMw==","format":"google-gemini-v1","id":"pesev2i8","index":0}]}}],"usage":{"prompt_tokens":36692,"completion_tokens":1508,"total_tokens":38200,"cost":0.063129,"is_byok":false,"prompt_tokens_details":{"cached_tokens":4060,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.063129,"upstream_inference_prompt_cost":0.049557,"upstream_inference_completions_cost":0.013572},"completion_tokens_details":{"reasoning_tokens":0,"image_tokens":0,"audio_tokens":0}}}

import bpy
import math

# Let's fix the contrast setting to use 'AgX - High Contrast' if AgX is activated, otherwise 'High Contrast' for Filmic!

def setup_camera_and_lighting_safe():
    for obj in list(bpy.data.objects):
        if obj.type in ['CAMERA', 'LIGHT']:
            bpy.data.objects.remove(obj, do_unlink=True)

    cam_data = bpy.data.cameras.new("Contestant_Camera")
    cam_obj = bpy.data.objects.new("Camera", cam_data)
    bpy.context.collection.objects.link(cam_obj)

    # Perfect framing location
    cam_obj.location = (1.1, -1.1, 0.75)

    target = (-0.02, -0.02, 0.35)
    dx = target[0] - cam_obj.location[0]
    dy = target[1] - cam_obj.location[1]
    dz = target[2] - cam_obj.location[2]

    yaw = math.atan2(dy, dx) + math.pi / 2
    pitch = math.pi / 2 - math.atan2(dz, math.sqrt(dx*dx + dy*dy))
    cam_obj.rotation_euler = (pitch, 0, yaw)

    bpy.context.scene.camera = cam_obj
    cam_data.lens = 55.0

    # Configure DOF safely
    if hasattr(cam_data, "dof"):
        cam_data.dof.use_dof = True
        cam_data.dof.focus_distance = 1.35
        if hasattr(cam_data.dof, "aperture_fstop"):
            cam_data.dof.aperture_fstop = 2.4

    # Set Cycles as the rendering engine
    bpy.context.scene.render.engine = 'CYCLES'
    bpy.context.scene.cycles.samples = 64

    # Render resolution and formatting (1:1 aspect ratio)
    bpy.context.scene.render.resolution_x = 1536
    bpy.context.scene.render.resolution_y = 1536

    # Color Management color transform logic
    if hasattr(bpy.context.scene.view_settings, "view_transform"):
        # Let's see what values are available or standard
        try:
            bpy.context.scene.view_settings.view_transform = 'AgX'
            bpy.context.scene.view_settings.look = 'AgX - High Contrast'
        except Exception:
            try:
                bpy.context.scene.view_settings.view_transform = 'Filmic'
                bpy.context.scene.view_settings.look = 'High Contrast'
            except Exception:
                bpy.context.scene.view_settings.view_transform = 'Standard'
                bpy.context.scene.view_settings.look = 'None'

    # 3-point light system
    key_light_data = bpy.data.lights.new(name="Studio_Key", type='AREA')
    key_light_data.energy = 220.0
    key_light_data.size = 0.6
    key_light_data.color = (1.0, 0.92, 0.83)
    key_obj = bpy.data.objects.new("Key_Light", key_light_data)
    bpy.context.collection.objects.link(key_obj)
    key_obj.location = (1.2, -0.5, 1.3)
    key_obj.rotation_euler = (math.radians(40), 0, math.radians(65))

    rim_light_data = bpy.data.lights.new(name="Studio_Rim", type='AREA')
    rim_light_data.energy = 450.0
    rim_light_data.size = 0.8
    rim_light_data.color = (0.5, 0.8, 1.0)
    rim_obj = bpy.data.objects.new("Rim_Light", rim_light_data)
    bpy.context.collection.objects.link(rim_obj)
    rim_obj.location = (-0.8, 0.8, 1.0)
    rim_obj.rotation_euler = (math.radians(-30), 0, math.radians(-45))

    fill_light_data = bpy.data.lights.new(name="Studio_Fill", type='AREA')
    fill_light_data.energy = 50.0
    fill_light_data.size = 1.2
    fill_light_data.color = (0.9, 0.95, 1.0)
    fill_obj = bpy.data.objects.new("Fill_Light", fill_light_data)
    bpy.context.collection.objects.link(fill_obj)
    fill_obj.location = (-0.6, -1.0, 0.6)
    fill_obj.rotation_euler = (math.radians(15), 0, math.radians(-110))

    spot_data = bpy.data.lights.new(name="Artifact_Spot", type='SPOT')
    spot_data.energy = 45.0
    spot_data.spot_size = math.radians(35)
    spot_data.spot_blend = 0.5
    spot_data.color = (0.0, 0.6, 1.0)
    spot_obj = bpy.data.objects.new("Artifact_Spot_Light", spot_data)
    bpy.context.collection.objects.link(spot_obj)
    spot_obj.location = (-0.05, 0.05, 0.5)
    spot_obj.rotation_euler = (0, 0, 0)

    print("Camera and lights configured successfully with safe scene-independent contrast logic!")

setup_camera_and_lighting_safe()

Re-run studio camera and light setups utilizing standard, exception-handled color transform configurations.

{"code":"import bpy\nimport math\n\n# Let's fix the contrast setting to use 'AgX - High Contrast' if AgX is activated, otherwise 'High Contrast' for Filmic!\n\ndef setup_camera_and_lighting_safe():\n    for obj in list(bpy.data.objects):\n        if obj.type in ['CAMERA', 'LIGHT']:\n            bpy.data.objects.remove(obj, do_unlink=True)\n            \n    cam_data = bpy.data.cameras.new(\"Contestant_Camera\")\n    cam_obj = bpy.data.objects.new(\"Camera\", cam_data)\n    bpy.context.collection.objects.link(cam_obj)\n    \n    # Perfect framing location\n    cam_obj.location = (1.1, -1.1, 0.75)\n    \n    target = (-0.02, -0.02, 0.35)\n    dx = target[0] - cam_obj.location[0]\n    dy = target[1] - cam_obj.location[1]\n    dz = target[2] - cam_obj.location[2]\n    \n    yaw = math.atan2(dy, dx) + math.pi / 2\n    pitch = math.pi / 2 - math.atan2(dz, math.sqrt(dx*dx + dy*dy))\n    cam_obj.rotation_euler = (pitch, 0, yaw)\n    \n    bpy.context.scene.camera = cam_obj\n    cam_data.lens = 55.0\n    \n    # Configure DOF safely\n    if hasattr(cam_data, \"dof\"):\n        cam_data.dof.use_dof = True\n        cam_data.dof.focus_distance = 1.35\n        if hasattr(cam_data.dof, \"aperture_fstop\"):\n            cam_data.dof.aperture_fstop = 2.4\n            \n    # Set Cycles as the rendering engine\n    bpy.context.scene.render.engine = 'CYCLES'\n    bpy.context.scene.cycles.samples = 64\n    \n    # Render resolution and formatting (1:1 aspect ratio)\n    bpy.context.scene.render.resolution_x = 1536\n    bpy.context.scene.render.resolution_y = 1536\n    \n    # Color Management color transform logic\n    if hasattr(bpy.context.scene.view_settings, \"view_transform\"):\n        # Let's see what values are available or standard\n        try:\n            bpy.context.scene.view_settings.view_transform = 'AgX'\n            bpy.context.scene.view_settings.look = 'AgX - High Contrast'\n        except Exception:\n            try:\n                bpy.context.scene.view_settings.view_transform = 'Filmic'\n                bpy.context.scene.view_settings.look = 'High Contrast'\n            except Exception:\n                bpy.context.scene.view_settings.view_transform = 'Standard'\n                bpy.context.scene.view_settings.look = 'None'\n    \n    # 3-point light system\n    key_light_data = bpy.data.lights.new(name=\"Studio_Key\", type='AREA')\n    key_light_data.energy = 220.0\n    key_light_data.size = 0.6\n    key_light_data.color = (1.0, 0.92, 0.83)\n    key_obj = bpy.data.objects.new(\"Key_Light\", key_light_data)\n    bpy.context.collection.objects.link(key_obj)\n    key_obj.location = (1.2, -0.5, 1.3)\n    key_obj.rotation_euler = (math.radians(40), 0, math.radians(65))\n    \n    rim_light_data = bpy.data.lights.new(name=\"Studio_Rim\", type='AREA')\n    rim_light_data.energy = 450.0\n    rim_light_data.size = 0.8\n    rim_light_data.color = (0.5, 0.8, 1.0)\n    rim_obj = bpy.data.objects.new(\"Rim_Light\", rim_light_data)\n    bpy.context.collection.objects.link(rim_obj)\n    rim_obj.location = (-0.8, 0.8, 1.0)\n    rim_obj.rotation_euler = (math.radians(-30), 0, math.radians(-45))\n    \n    fill_light_data = bpy.data.lights.new(name=\"Studio_Fill\", type='AREA')\n    fill_light_data.energy = 50.0\n    fill_light_data.size = 1.2\n    fill_light_data.color = (0.9, 0.95, 1.0)\n    fill_obj = bpy.data.objects.new(\"Fill_Light\", fill_light_data)\n    bpy.context.collection.objects.link(fill_obj)\n    fill_obj.location = (-0.6, -1.0, 0.6)\n    fill_obj.rotation_euler = (math.radians(15), 0, math.radians(-110))\n    \n    spot_data = bpy.data.lights.new(name=\"Artifact_Spot\", type='SPOT')\n    spot_data.energy = 45.0\n    spot_data.spot_size = math.radians(35)\n    spot_data.spot_blend = 0.5\n    spot_data.color = (0.0, 0.6, 1.0)\n    spot_obj = bpy.data.objects.new(\"Artifact_Spot_Light\", spot_data)\n    bpy.context.collection.objects.link(spot_obj)\n    spot_obj.location = (-0.05, 0.05, 0.5)\n    spot_obj.rotation_euler = (0, 0, 0)\n    \n    print(\"Camera and lights configured successfully with safe scene-independent contrast logic!\")\n\nsetup_camera_and_lighting_safe()\n","user_prompt":"Re-run studio camera and light setups utilizing standard, exception-handled color transform configurations."}


import bpy
import math

# Let's fix the contrast setting to use 'AgX - High Contrast' if AgX is activated, otherwise 'High Contrast' for Filmic!

def setup_camera_and_lighting_safe():
    for obj in list(bpy.data.objects):
        if obj.type in ['CAMERA', 'LIGHT']:
            bpy.data.objects.remove(obj, do_unlink=True)

    cam_data = bpy.data.cameras.new("Contestant_Camera")
    cam_obj = bpy.data.objects.new("Camera", cam_data)
    bpy.context.collection.objects.link(cam_obj)

    # Perfect framing location
    cam_obj.location = (1.1, -1.1, 0.75)

    target = (-0.02, -0.02, 0.35)
    dx = target[0] - cam_obj.location[0]
    dy = target[1] - cam_obj.location[1]
    dz = target[2] - cam_obj.location[2]

    yaw = math.atan2(dy, dx) + math.pi / 2
    pitch = math.pi / 2 - math.atan2(dz, math.sqrt(dx*dx + dy*dy))
    cam_obj.rotation_euler = (pitch, 0, yaw)

    bpy.context.scene.camera = cam_obj
    cam_data.lens = 55.0

    # Configure DOF safely
    if hasattr(cam_data, "dof"):
        cam_data.dof.use_dof = True
        cam_data.dof.focus_distance = 1.35
        if hasattr(cam_data.dof, "aperture_fstop"):
            cam_data.dof.aperture_fstop = 2.4

    # Set Cycles as the rendering engine
    bpy.context.scene.render.engine = 'CYCLES'
    bpy.context.scene.cycles.samples = 64

    # Render resolution and formatting (1:1 aspect ratio)
    bpy.context.scene.render.resolution_x = 1536
    bpy.context.scene.render.resolution_y = 1536

    # Color Management color transform logic
    if hasattr(bpy.context.scene.view_settings, "view_transform"):
        # Let's see what values are available or standard
        try:
            bpy.context.scene.view_settings.view_transform = 'AgX'
            bpy.context.scene.view_settings.look = 'AgX - High Contrast'
        except Exception:
            try:
                bpy.context.scene.view_settings.view_transform = 'Filmic'
                bpy.context.scene.view_settings.look = 'High Contrast'
            except Exception:
                bpy.context.scene.view_settings.view_transform = 'Standard'
                bpy.context.scene.view_settings.look = 'None'

    # 3-point light system
    key_light_data = bpy.data.lights.new(name="Studio_Key", type='AREA')
    key_light_data.energy = 220.0
    key_light_data.size = 0.6
    key_light_data.color = (1.0, 0.92, 0.83)
    key_obj = bpy.data.objects.new("Key_Light", key_light_data)
    bpy.context.collection.objects.link(key_obj)
    key_obj.location = (1.2, -0.5, 1.3)
    key_obj.rotation_euler = (math.radians(40), 0, math.radians(65))

    rim_light_data = bpy.data.lights.new(name="Studio_Rim", type='AREA')
    rim_light_data.energy = 450.0
    rim_light_data.size = 0.8
    rim_light_data.color = (0.5, 0.8, 1.0)
    rim_obj = bpy.data.objects.new("Rim_Light", rim_light_data)
    bpy.context.collection.objects.link(rim_obj)
    rim_obj.location = (-0.8, 0.8, 1.0)
    rim_obj.rotation_euler = (math.radians(-30), 0, math.radians(-45))

    fill_light_data = bpy.data.lights.new(name="Studio_Fill", type='AREA')
    fill_light_data.energy = 50.0
    fill_light_data.size = 1.2
    fill_light_data.color = (0.9, 0.95, 1.0)
    fill_obj = bpy.data.objects.new("Fill_Light", fill_light_data)
    bpy.context.collection.objects.link(fill_obj)
    fill_obj.location = (-0.6, -1.0, 0.6)
    fill_obj.rotation_euler = (math.radians(15), 0, math.radians(-110))

    spot_data = bpy.data.lights.new(name="Artifact_Spot", type='SPOT')
    spot_data.energy = 45.0
    spot_data.spot_size = math.radians(35)
    spot_data.spot_blend = 0.5
    spot_data.color = (0.0, 0.6, 1.0)
    spot_obj = bpy.data.objects.new("Artifact_Spot_Light", spot_data)
    bpy.context.collection.objects.link(spot_obj)
    spot_obj.location = (-0.05, 0.05, 0.5)
    spot_obj.rotation_euler = (0, 0, 0)

    print("Camera and lights configured successfully with safe scene-independent contrast logic!")

setup_camera_and_lighting_safe()

Re-run studio camera and light setups utilizing standard, exception-handled color transform configurations.


Code executed successfully: Camera and lights configured successfully with safe scene-independent contrast logic!