--TASK abandoned-village: ## Task
Complete the following Blender task:
<task>
An abandoned village slowly reclaimed by nature. Weathered houses with rusted, corroded metal roofs; overgrown foliage creeping up the walls and through broken windows; moss, grass, and vines spreading across the ground and over the rooftops. Convey age, decay, and the quiet return of the wild.
</task> 33:07ai>I'll build this abandoned village scene step by step. Let me start by checking what resources are available and planning the approach.
33:07>>get_scene_info({"user_prompt":"An abandoned village slowly reclaimed by nature. Weathered houses with rusted, corroded metal roofs; overgrown foliage creeping up the walls and through broken windows; moss, grass, and vines spreading across the ground and over the rooftops."})
33:07<<{
"name": "Scene",
"object_count": 0,
"objects": [],
"materials_count": 2
}
33:07>>get_polyhaven_status({"user_prompt":"An abandoned village slowly reclaimed by nature. Weathered houses with rusted, corroded metal roofs; overgrown foliage creeping up the walls and through broken windows; moss, grass, and vines spreading across the ground and over the rooftops."})
33:07<<PolyHaven integration is currently disabled. To enable it:
1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
2. Check the 'Use assets from Poly Haven' checkbox
3. Restart the connection to Claude
33:07>>get_hyper3d_status({"user_prompt":"An abandoned village slowly reclaimed by nature. Weathered houses with rusted, corroded metal roofs; overgrown foliage creeping up the walls and through broken windows; moss, grass, and vines spreading across the ground and over the rooftops."})
33:07<<Hyper3D Rodin integration is currently disabled. To enable it:
1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
2. Check the 'Use Hyper3D Rodin 3D model generation' checkbox
3. Restart the connection to Claude
33:07>>get_sketchfab_status({"user_prompt":"An abandoned village slowly reclaimed by nature. Weathered houses with rusted, corroded metal roofs; overgrown foliage creeping up the walls and through broken windows; moss, grass, and vines spreading across the ground and over the rooftops."})
33:07<<Sketchfab integration is currently disabled. To enable it:
1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
2. Check the 'Use assets from Sketchfab' checkbox
3. Enter your Sketchfab API Key
4. Restart the connection to Claude
33:12ai>Let me start building this abandoned village scene from scratch using Blender's built-in tools. I'll work step by step.
33:12>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nimport mathutils\n\n# Clear the scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\n# Delete all materials\nfor mat in bpy.data.materials:\n bpy.data.materials.remove(mat)\n\n# Delete all textures\nfor tex in bpy.data.textures:\n bpy.data.textures.remove(tex)\n\n# Delete all images\nfor img in bpy.data…)
33:12<<Code executed successfully: Scene cleared!
33:21>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nimport mathutils\n\n# Set up color management\nbpy.context.scene.view_settings.view_transform = 'Filmic'\nbpy.context.scene.view_settings.look = 'None'\n\n# ========== CREATE MATERIALS ==========\n\ndef create_material(name, color, roughness=0.8, metallic=0.0, use_nodes=True):\n mat = bpy.data.materials.new(name)\n mat.use_nodes = use_nodes\n …)
33:21<<Code executed successfully: Materials created!
Total materials: 9
33:33>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nimport mathutils\n\n# ========== CREATE GROUND ==========\nbpy.ops.mesh.primitive_plane_add(size=40, location=(0, 0, -0.1))\nground = bpy.context.active_object\nground.name = \"Ground\"\nground.scale = (1, 1, 1)\n\n# Subdivide ground for terrain\nbpy.ops.object.modifier_add(type='SUBSURF')\nground.modifiers[\"Subdivision\"].levels = 2\nground.modifi…)
33:33<<Error executing code: Communication error with Blender: Code execution error: Converting py args to operator properties: enum "TEXTURE" not found in ('DATA_TRANSFER', 'MESH_CACHE', 'MESH_SEQUENCE_CACHE', 'NORMAL_EDIT', 'WEIGHTED_NORMAL', 'UV_PROJECT', 'UV_WARP', 'VERTEX_WEIGHT_EDIT', 'VERTEX_WEIGHT_MIX', 'VERTEX_WEIGHT_PROXIMITY', 'ARRAY', 'BEVEL', 'BOOLEAN', 'BUILD', 'DECIMATE', 'EDGE_SPLIT', 'NO…
34:09>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nimport mathutils\n\n# Clear the scene first\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\nfor mat in bpy.data.materials:\n bpy.data.materials.remove(mat)\nfor tex in bpy.data.textures:\n bpy.data.textures.remove(tex)\nfor img in bpy.data.images:\n bpy.data.images.remove(img)\n\n# Set up color manage…)
34:10<<Code executed successfully: Materials created!
Ground created!
Houses built!
Total objects: 46
34:30ai>Now let me add the overgrown foliage, vines, moss, and trees:
34:30>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nimport mathutils\n\n# ========== VINES ON WALLS ==========\n\ndef create_vine_on_wall(pos_x, pos_y, wall_height, wall_width, wall_depth, rotation=0):\n \"\"\"Create a vine mesh growing up a wall.\"\"\"\n segments = random.randint(6, 12)\n vine_radius = random.uniform(0.02, 0.05)\n \n # Base point on wall\n start_x = pos_x + random.…)
34:30<<Code executed successfully: Vines created!
Moss on roofs added!
34:52>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nimport mathutils\n\n# ========== TREES ==========\n\ndef create_tree(x, y, trunk_height=2.0, canopy_radius=1.5):\n \"\"\"Create a simple tree with trunk and canopy.\"\"\"\n # Trunk\n bpy.ops.mesh.primitive_cylinder_add(location=(x, y, trunk_height * 0.5), \n radius=0.08, depth=trunk_height)\n trunk…)
35:15<<Code executed successfully: Trees created!
Grass patches added!
Bushes created!
Debris added!
Total objects: 712
35:47>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nimport mathutils\n\n# ========== ENHANCE MATERIALS WITH PROCEDURAL TEXTURES ==========\n\n# Enhance Old_Wall material with more detail\nwall_mat = bpy.data.materials['Old_Wall']\nwall_nodes = wall_mat.node_tree.nodes\nwall_links = wall_mat.node_tree.links\n\n# Get the Principled BSDF\nbsdf = wall_nodes.get('Principled BSDF')\n\n# Add a texture coord…)
35:47<<Code executed successfully: Enhanced wall material!
Enhanced roof material!
World atmosphere set!
Lighting set!
Camera set at <Vector (7.5000, 6.5000, 3.0000)> looking at <Vector (0.0000, 0.0000, 1.0000)>
Total objects in scene: 717
35:53ai>Let me check the scene and refine the camera position, then add more overgrowth details:
35:53>>execute_blender_code({"code":"import bpy\nimport math\n\n# Check camera position and scene\ncam = bpy.data.objects.get('MainCamera')\ntarget = bpy.data.objects.get('CameraTarget')\nif cam:\n print(f\"Camera location: {cam.location}\")\n print(f\"Camera rotation: {cam.rotation_euler}\")\nif target:\n print(f\"Target location: {target.location}\")\n\n# Let's check what's visible from the camera\nprint(\"\\n--- …)
35:53<<Code executed successfully: Camera location: <Vector (7.5000, 6.5000, 3.0000)>
Camera rotation: <Euler (x=1.0472, y=0.0000, z=-5.4978), order='XYZ'>
Target location: <Vector (0.0000, 0.0000, 1.0000)>
--- Objects in scene ---
LIGHT: 3
MESH: 704
EMPTY: 1
CAMERA: 1
CURVE: 8
Total materials: 10
- Corrugated_Roof
- Dark_Wood
- Glass_Dirty
- Ground_Grass
- Leaf_Green
- Moss
- Old_Wall
…
36:09>>execute_blender_code({"code":"import bpy\nimport math\nimport random\n\n# Adjust camera position for better composition\ncam = bpy.data.objects['MainCamera']\ncam.location = (6.0, 5.0, 2.5)\ncam.data.lens = 40 # slightly tighter lens\n\ntarget = bpy.data.objects['CameraTarget']\ntarget.location = (0, 0.5, 1.5)\n\nprint(f\"Camera adjusted: {cam.location}, lens: {cam.data.lens}mm\")\n\n# ========== ADD MORE DETAILS ===…)
36:18<<Code executed successfully: Camera adjusted: <Vector (6.0000, 5.0000, 2.5000)>, lens: 40.0mm
More ground details added!
Flowers added!
Total objects: 814
36:35ai>Let me preview the scene and check the composition
36:35>>execute_blender_code({"code":"import bpy\nimport math\n\n# Let's check the scene composition and do a quick render test\n# First, let's verify the houses are positioned well\n\n# Check all house-related objects\nprint(\"=== House positions ===\")\nfor name in [\"Walls_0_0\", \"Walls_4.5_3.0\", \"Walls_-5.0_2.5\", \"Walls_2.0_-5.0\", \"Walls_-3.0_-4.0\"]:\n obj = bpy.data.objects.get(name)\n if obj:\n prin…)
36:35<<Code executed successfully: === House positions ===
Walls_0_0: location=<Vector (0.0000, 0.0000, 0.0000)>, dimensions=<Vector (4.0174, 3.2174, 2.2157)>
Walls_4.5_3.0: location=<Vector (0.0000, 0.0000, 0.0000)>, dimensions=<Vector (2.8063, 2.2463, 1.5492)>
Walls_-5.0_2.5: location=<Vector (0.0000, 0.0000, 0.0000)>, dimensions=<Vector (3.4232, 2.7432, 1.8932)>
Walls_2.0_-5.0: location=<Vector (0.000…
36:44>>execute_blender_code({"code":"import bpy\nimport math\n\n# Check actual world positions\nfor name in [\"Walls_0_0\", \"Walls_4.5_3.0\", \"Walls_-5.0_2.5\", \"Walls_2.0_-5.0\", \"Walls_-3.0_-4.0\",\n \"RoofL_0_0\", \"RoofR_0_0\"]:\n obj = bpy.data.objects.get(name)\n if obj:\n print(f\"{name}: world_location={obj.matrix_world.translation}, dimensions={obj.dimensions}\")\n else:\n prin…)
36:44<<Code executed successfully: Walls_0_0: world_location=<Vector (0.0000, 0.0000, 0.0000)>, dimensions=<Vector (4.0174, 3.2174, 2.2157)>
Walls_4.5_3.0: world_location=<Vector (0.0000, 0.0000, 0.0000)>, dimensions=<Vector (2.8063, 2.2463, 1.5492)>
Walls_-5.0_2.5: world_location=<Vector (0.0000, 0.0000, 0.0000)>, dimensions=<Vector (3.4232, 2.7432, 1.8932)>
Walls_2.0_-5.0: world_location=<Vector (0.000…
36:55>>execute_blender_code({"code":"import bpy\n\n# Let's check the actual positions more carefully\nprint(\"=== Checking house positions ===\")\n# Check the main house walls\nwall = bpy.data.objects.get(\"Walls_0_0\")\nif wall:\n print(f\"Walls_0_0: location={wall.location}, matrix_world={wall.matrix_world.translation}\")\n # Check if there's a parent\n print(f\" Parent: {wall.parent}\")\n\n# Check trees\nfor obj…)
36:55<<Code executed successfully: === Checking house positions ===
Walls_0_0: location=<Vector (0.0000, 0.0000, 0.0000)>, matrix_world=<Vector (0.0000, 0.0000, 0.0000)>
Parent: None
TreeTrunk_-0.5_7.5: location=<Vector (-0.5000, 7.5000, 0.9951)>
Bush_-0.5_-2.0_0: location=<Vector (0.0000, 0.0000, 0.0000)>
Wall modifier: Displace, type=DISPLACE
RoofL_0_0: location=<Vector (0.0000, 0.0000, 0.0000)>, wor…
37:15>>execute_blender_code({"code":"import bpy\n\n# Check ALL wall positions\nfor obj_name in [\"Walls_0_0\", \"Walls_4.5_3.0\", \"Walls_-5.0_2.5\", \"Walls_2.0_-5.0\", \"Walls_-3.0_-4.0\"]:\n obj = bpy.data.objects.get(obj_name)\n if obj:\n print(f\"{obj_name}: object.location={obj.location}, matrix_world={obj.matrix_world.translation}\")\n \n# Also check foundations\nfor obj in bpy.data.objects:\n i…)
37:15<<Code executed successfully: Walls_0_0: object.location=<Vector (0.0000, 0.0000, 0.0000)>, matrix_world=<Vector (0.0000, 0.0000, 0.0000)>
Walls_4.5_3.0: object.location=<Vector (0.0000, 0.0000, 0.0000)>, matrix_world=<Vector (0.0000, 0.0000, 0.0000)>
Walls_-5.0_2.5: object.location=<Vector (0.0000, 0.0000, 0.0000)>, matrix_world=<Vector (0.0000, 0.0000, 0.0000)>
Walls_2.0_-5.0: object.location=<Vec…
37:33ai>I see all objects have location (0,0,0) due to a transform issue. Let me rebuild the scene from scratch properly.
37:33>>execute_blender_code({"code":"import bpy\nimport math\nimport random\n\n# Clear everything\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\nfor mat in bpy.data.materials:\n bpy.data.materials.remove(mat)\nfor tex in bpy.data.textures:\n bpy.data.textures.remove(tex)\nfor img in bpy.data.images:\n bpy.data.images.remove(img)\n\n# Set up color management\nbpy.context.scene…)
37:33<<Code executed successfully: Scene cleared fully!
Materials created!
37:57>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nimport mathutils\n\n# ========== GROUND ==========\nbpy.ops.mesh.primitive_plane_add(size=40, location=(0, 0, -0.3))\nground = bpy.context.active_object\nground.name = \"Ground\"\nground.data.materials.append(bpy.data.materials['Ground_Grass'])\n\n# Subdivide for gentle terrain\nbpy.ops.object.modifier_add(type='SUBSURF')\nground.modifiers[\"Subdivi…)
37:57<<Code executed successfully: Ground created!
All houses built!
Walls_0_0: location=<Vector (0.0000, 0.0000, 1.2500)>
Walls_5.5_2.0: location=<Vector (5.5000, 2.0000, 0.9500)>
Walls_-5.5_1.5: location=<Vector (-5.5000, 1.5000, 1.1000)>
Walls_1.5_-5.5: location=<Vector (1.5000, -5.5000, 0.9000)>
Walls_-3.5_-4.5: location=<Vector (-3.5000, -4.5000, 0.8000)>
38:17ai>The houses are now properly positioned! Let me add the overgrowth elements
38:17>>execute_blender_code({"code":"import bpy\nimport math\nimport random\n\n# ========== TREES ==========\n\ndef create_tree(x, y, trunk_h=2.0, canopy_r=1.5):\n \"\"\"Create a simple tree.\"\"\"\n # Trunk\n bpy.ops.mesh.primitive_cylinder_add(location=(x, y, trunk_h * 0.5), \n radius=0.08, depth=trunk_h)\n trunk = bpy.context.active_object\n trunk.name = f\"TreeTrunk_…)
38:19<<Code executed successfully: Trees created!
Vines created!
Moss added!
38:40>>execute_blender_code({"code":"import bpy\nimport math\nimport random\n\n# ========== GRASS PATCHES ==========\n\ndef add_grass_patch(cx, cy, count=20):\n for i in range(count):\n angle = random.uniform(0, math.pi * 2)\n dist = random.uniform(0.05, 0.6)\n gx = cx + math.cos(angle) * dist\n gy = cy + math.sin(angle) * dist\n \n bpy.ops.mesh.primitive_cone_add(location=(gx, gy…)
39:07<<Code executed successfully: Bushes and grass added!
Debris added!
Flowers added! Total objects: 785
39:27>>execute_blender_code({"code":"import bpy\nimport math\n\n# ========== ENHANCE MATERIALS WITH PROCEDURAL TEXTURES ==========\n\n# 1. Enhance Old Wall with noise texture\nwall_mat = bpy.data.materials['Old_Wall']\nwall_nodes = wall_mat.node_tree.nodes\nwall_links = wall_mat.node_tree.links\n\nbsdf = wall_nodes.get('Principled BSDF')\ntex_coord = wall_nodes.new('ShaderNodeTexCoord')\ntex_coord.location = (-700, 300)\n\nn…)
39:27<<Code executed successfully: Enhanced wall material!
Enhanced roof material!
World atmosphere set!
39:39>>execute_blender_code({"code":"import bpy\nimport math\n\n# ========== LIGHTING ==========\n\n# Remove existing lights\nfor obj in bpy.data.objects:\n if obj.type == 'LIGHT':\n bpy.data.objects.remove(obj, do_unlink=True)\n\n# Main overcast / sun light - soft\nbpy.ops.object.light_add(type='AREA', location=(8, -5, 12))\nsun = bpy.context.active_object\nsun.name = \"MainLight\"\nsun.data.energy = 250\nsun.data…)
39:39<<Code executed successfully: Lighting set!
Camera at <Vector (7.0000, 5.5000, 2.8000)>, looking at <Vector (0.0000, 0.5000, 1.5000)>
Render: 1536x1536, 64 samples
39:48ai>Let me check the scene composition and see if it looks good
39:48>>execute_blender_code({"code":"import bpy\nimport math\n\n# Let me check what the camera actually sees\ncam = bpy.data.objects['MainCamera']\ntarget = bpy.data.objects['CameraTarget']\n\n# Print camera info\nprint(f\"Camera position: {cam.location}\")\nprint(f\"Target position: {target.location}\")\nprint(f\"Camera lens: {cam.data.lens}mm\")\n\n# Check if main house is visible from camera\n# Camera is at (7, 5.5, 2.8) …)
39:48<<Code executed successfully: Camera position: <Vector (7.0000, 5.5000, 2.8000)>
Target position: <Vector (0.0000, 0.5000, 1.5000)>
Camera lens: 45.0mm
Walls_-3.5_-4.5: loc=<Vector (-3.5000, -4.5000, 0.8000)>, bounds=<Vector (2.4014, 1.8015, 1.3011)>
Walls_-5.5_1.5: loc=<Vector (-5.5000, 1.5000, 1.1000)>, bounds=<Vector (3.5021, 2.8024, 1.9016)>
Walls_0_0: loc=<Vector (0.0000, 0.0000, 1.2500)>, boun…
40:04>>execute_blender_code({"code":"import bpy\n\n# Quick test - do a small render to check composition\nbpy.context.scene.render.resolution_x = 400\nbpy.context.scene.render.resolution_y = 400\nbpy.context.scene.cycles.samples = 16\n\n# Set output path\nimport os\nrender_path = os.path.join(bpy.app.tempdir, \"test_render.png\")\nbpy.context.scene.render.filepath = render_path\n\n# Render\nbpy.ops.render.render(write_still=…)
40:05<<Code executed successfully: Test render saved to: <home>\AppData\Local\Temp\blender_a74328\test_render.png
=== Checking for potential issues ===
Camera: <Vector (6.5000, 4.0000, 3.5000)>
Tree in view: TreeTrunk_3.0_3.5 at (3.0, 3.5)
40:16>>execute_blender_code({"code":"import bpy\nimport math\n\n# Adjust camera for better view - move to get clearer view of village\ncam = bpy.data.objects['MainCamera']\ntarget = bpy.data.objects['CameraTarget']\n\n# Position to see the village clearly with houses spread out\ncam.location = (9.0, 3.0, 3.0)\ntarget.location = (0, 0, 1.5)\ncam.data.lens = 50\n\nprint(f\"Camera: {cam.location}, Target: {target.location}, Len…)
40:19<<Code executed successfully: Camera: <Vector (9.0000, 3.0000, 3.0000)>, Target: <Vector (0.0000, 0.0000, 1.5000)>, Lens: 50.0mm
Dead trees added!
Fence posts added!
40:28>>execute_blender_code({"code":"import bpy\nimport math\n\n# Let me adjust the camera position more carefully - need to see the main house well\n# and the rusted roofs + overgrowth\ncam = bpy.data.objects['MainCamera']\ntarget = bpy.data.objects['CameraTarget']\n\n# Position the camera to show:\n# - Main house with rusted roof and vines prominently\n# - House 2 (right) and maybe house 3 (left) in background\n# - Overgro…)
40:28<<Code executed successfully: Camera: <Vector (7.0000, 4.5000, 2.5000)>
Target: <Vector (0.0000, 0.0000, 1.5000)>
Lens: 45.0mm
Distance to main house: 8.4m
Angle to house2: -149 degrees
Scene ready for final render!
40:37ai>Let me do a final check and ensure everything renders correctly
40:37>>execute_blender_code({"code":"import bpy\nimport math\n\nprint(\"=== FINAL SCENE CHECK ===\")\n\n# Check all wall objects have their displacement modifier\nfor obj in bpy.data.objects:\n if \"Walls_\" in obj.name:\n has_disp = any(m.type == 'DISPLACE' for m in obj.modifiers)\n print(f\"{obj.name}: displacement={has_disp}, materials={[m.name for m in obj.data.materials] if obj.data.materials else 'NONE…)
40:37<<Code executed successfully: === FINAL SCENE CHECK ===
Walls_-3.5_-4.5: displacement=True, materials=['Old_Wall']
Walls_-5.5_1.5: displacement=True, materials=['Old_Wall']
Walls_0_0: displacement=True, materials=['Old_Wall']
Walls_1.5_-5.5: displacement=True, materials=['Old_Wall']
Walls_5.5_2.0: displacement=True, materials=['Old_Wall']
=== MATERIALS ===
Corrugated_Roof: nodes=8
Dark_Wood: nodes=…
40:46ai>Let me set the final render resolution back and do a quick test render
40:46>>execute_blender_code({"code":"import bpy\n\n# Set render settings to benchmark specification\nbpy.context.scene.render.resolution_x = 1536\nbpy.context.scene.render.resolution_y = 1536\nbpy.context.scene.cycles.samples = 64\nbpy.context.scene.cycles.use_denoising = True\nbpy.context.scene.cycles.denoiser = 'OPENIMAGEDENOISE'\n\n# Make sure camera is set\ncam = bpy.data.objects.get('MainCamera')\nif cam:\n bpy.conte…)
40:46<<Code executed successfully: Final settings:
Resolution: 1536x1536
Engine: CYCLES
Samples: 64
Denoising: True
Active camera: MainCamera
Wall displacement: strength=0.05999999865889549, texture=set
Roof material nodes: 8
Node: Principled BSDF (BSDF_PRINCIPLED)
Node: Material Output (OUTPUT_MATERIAL)
Node: Texture Coordinate (TEX_COORD)
Node: Wave Texture (TEX_WAVE)
Node: Noise Texture (TE…
40:52ai>The scene is complete and ready. Let me provide a summary of what was built:
**Scene Summary - Abandoned Village Reclaimed by Nature:**
**5 weathered houses** distributed across the scene:
- Main house at center (largest)
- House 2 at right
- House 3 at left
- House 4 behind
- Small shed behind-left
**Key features:**
- **Weathered walls** with procedural noise displacement and color variation
-…
40:52--status: ok · DONE declared
>