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

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

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

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

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

## Harness Instructions

You are operating Blender through the provided tools. Tool calls execute one at a time, in the order you issue them, against a single live Blender instance — each call sees the state left by the previous one, and issuing several calls in one message gains no parallelism. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work.

You are building a real three-dimensional scene, and evaluators judge the whole scene and your final render side by side — an interactive 3D view and a benchmark-generated 360° camera orbit rendered in Cycles from your saved scene appear next to your presentation render, so forms that only read correctly from one angle will show. Build genuine 3D first, then present it well: before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — a good scene that happens to have a well-placed camera and lights. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. Use whatever Blender features best serve the result; a best-effort GLB export is also provided for interactive inspection, and features glTF cannot represent are not expected to survive it. When you are finished, reply with the single word DONE and no tool calls.


## Task

Complete the following Blender task:

<task>

Create a stylized 3D model of a Japanese vending machine that has been lovingly converted into a miniature roadside shrine, standing alone at the edge of a rural mountain road at dusk.

Concept. The machine is a classic late-90s Japanese drink vending machine (roughly 1.83m tall, 1.0m wide, 0.75m deep) that a local community has adopted as a small Inari shrine. It still sells drinks, but it has been decorated with devotional objects, so the design must read as both a functional appliance and a sacred object.

Core structure (required).
- Boxy sheet-metal cabinet with slightly rounded vertical edges, a recessed front face, and a chamfered top. Vermillion-red body with cream/off-white front panel.
- Front face divided into: an upper display window with two rows of product sample cans (6 per row, cylindrical, varied label colors), a middle band with coin slot, bill reader, and a grid of selection buttons (12 illuminated buttons with small price tags), and a lower flap-style dispensing hatch with a metal push door.
- Visible drink samples should sit on small angled shelves behind slightly tinted glass.

Shrine conversion details (required — this is where models should get creative).
- A miniature wooden torii gate mounted on the machine's roof, straddling a small offering of two ceramic fox (kitsune) figurines facing each other.
- A shimenawa (twisted rice-straw rope) with three paper shide zigzag streamers strung across the top of the display window.
- A small wooden offering box (saisen-bako) bolted beside the dispensing hatch, with slatted top.
- One of the twelve selection buttons is replaced by a tiny brass bell with a red-and-white pull rope.
- Hand-tied omikuji (paper fortune strips) knotted onto a wire rack on the machine's left side, at varied angles and fold states.

Materials & wear. Stylized-realistic PBR, not photoreal: soft roughness variation, slightly exaggerated color. The cabinet shows honest age — faded paint on sun-facing surfaces, rust blooms at the base and around bolt heads, a rectangular ghost outline where an old sticker was peeled off, and rain streaking below the roof lip. The shrine additions look newer and cared-for: clean wood, bright rope, crisp paper.

Lighting & scene. Dusk environment. The machine's interior display is the dominant light source — a warm fluorescent glow spilling onto the ground and picking out the fox figurines from below. Add a cool blue-hour ambient fill and a faint secondary glow from the illuminated buttons. Ground the machine on a small patch of cracked asphalt with a concrete curb, a few tufts of grass at the base, and a single vertical banner flag (nobori) planted beside it. No other buildings.

Composition. Camera at slight low angle, three-quarter front-left view, 35–50mm equivalent, machine filling ~70% of frame height.

Constraints. All geometry procedural or hand-modeled in Blender — no imported assets or image textures for the main forms (decals/labels may be procedural or simple generated textures). Target 50k–150k triangles. Every required element listed above must be visible from the main camera.

</task>