--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> 25:09ai>I'll build this abandoned village scene step by step. Let me start by checking what tools and integrations are available
25:09>>get_scene_info({"user_prompt":"Build an abandoned village reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass and vines"})
25:09<<{
"name": "Scene",
"object_count": 0,
"objects": [],
"materials_count": 2
}
25:09>>get_polyhaven_status({"user_prompt":"Check Polyhaven availability for textures and HDRIs"})
25:09<<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
25:09>>get_hyper3d_status({"user_prompt":"Check Hyper3D availability"})
25:09<<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
25:14>>get_sketchfab_status({"user_prompt":"Check Sketchfab availability"})
25:14<<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
25:14>>get_hunyuan3d_status({"user_prompt":"Check Hunyuan3D availability"})
25:14<<Hunyuan3D 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 Tencent Hunyuan 3D model generation' checkbox
3. Restart the connection to Claude
25:28ai>All external integrations are disabled. I'll build the entire scene from scratch using Blender's native tools — procedurally modeled houses, custom weathered materials, and particle-based vegetation. Let me start
25:28>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear everything\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\n# Also clear all mesh data, materials, etc.\nfor block in bpy.data.meshes:\n bpy.data.meshes.remove(block)\nfor block in bpy.data.materials:\n bpy.data.materials.remove(block)\nfor block in bpy.data.…)
25:28<<Code executed successfully: Scene cleared
25:48ai>Now let me create the ground plane and set up the world
25:48>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector, Euler, noise\n\n# --- GROUND ---\nbpy.ops.mesh.primitive_plane_add(size=30, location=(0, 0, 0))\nground = bpy.context.active_object\nground.name = \"Ground\"\n\n# Subdivide for displacement\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.subdivide(number_cuts=50)\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Apply di…)
25:49<<Code executed successfully: Ground created
26:09ai>Now let me create the first house - a weathered abandoned structure
26:09>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\ndef create_house(name, location, width, depth, height, roof_height, rotation_z=0):\n \"\"\"Create an abandoned weathered house\"\"\"\n \n # --- Walls ---\n bpy.ops.mesh.primitive_cube_add(\n size=1,\n location=(location[0], location[1], location[2] + height/2)\n )\n house = bpy.context.…)
26:09<<Code executed successfully: Created 4 buildings
26:46ai>Now let me create the weathered wall material and rusted metal roof material
26:46>>execute_blender_code({"code":"import bpy\nimport math\nfrom mathutils import Vector\n\n# --- WEATHERED WALL MATERIAL ---\nwall_mat = bpy.data.materials.new(name=\"Weathered_Wall\")\nwall_mat.use_nodes = True\nnodes = wall_mat.node_tree.nodes\nlinks = wall_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(type='ShaderNodeOutputMaterial')\noutput.location = (600, 0)\n\nbsdf = nodes.new(type='ShaderNodeBsdfPrincip…)
26:46<<Code executed successfully: Materials created and assigned
27:16ai>Now let me add windows, broken windows, and damage details to the
27:16>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\ndef add_window(parent, loc_x, loc_z, width=0.8, height=1.0, broken=True):\n \"\"\"Add a window opening to a house wall\"\"\"\n bpy.ops.mesh.primitive_cube_add(size=1, location=(0,0,0))\n win = bpy.context.active_object\n win.name = f\"{parent.name}_Window\"\n win.scale = (0.1, width/2, height/2)\n wi…)
27:17<<Code executed successfully: Damaged House_Main
Damaged House_Left
Damaged House_Right
Damaged Shed
Cut windows in main house
Cut windows in left house
Cut windows in right house
Window cutouts complete
27:53ai>Now let me add vegetation - grass, vines, and overgrowth
27:53>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# --- GRASS PARTICLES ---\ndef add_grass_particles(emitter_name, density=200, length_min=0.1, length_max=0.5):\n \"\"\"Add grass hair particles to a mesh\"\"\"\n obj = bpy.data.objects.get(emitter_name)\n if not obj:\n return\n \n bpy.context.view_layer.objects.active = obj\n bpy.ops.ob…)
27:53<<Error executing code: Communication error with Blender: Code execution error: 'ParticleSettings' object has no attribute 'child_nbr'
28:21ai>Let me fix the particle settings and try again:
28:21>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# --- GRASS PARTICLES ---\ndef add_grass_particles(emitter_name, density=200, length_max=0.5):\n \"\"\"Add grass hair particles to a mesh\"\"\"\n obj = bpy.data.objects.get(emitter_name)\n if not obj:\n return None\n \n bpy.context.view_layer.objects.active = obj\n obj.select_set(True)\n bp…)
28:21<<Code executed successfully: Grass particles added
Vine and moss materials ready
28:40ai>Now let me add vines to the houses:
28:40>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\ndef create_vine(name, start, end, thickness=0.025):\n \"\"\"Create a vine curve between two points\"\"\"\n bpy.ops.curve.primitive.bezier_curve_add()\n vine = bpy.context.active_object\n vine.name = name\n vine.data.name = name + \"_data\"\n \n vine.data.dimensions = '3D'\n vine.data.bevel_dept…)
28:40<<Error executing code: Communication error with Blender: Code execution error: 'BPyOpFunction' object has no attribute 'bezier_curve_add'
28:46>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# Check correct operator names\nfuncs = [f for f in dir(bpy.ops.curve) if 'bezier' in f.lower() or 'primitive' in f.lower()]\nprint(\"Available curve ops:\", funcs)","user_prompt":"Check available curve operators"})
28:46<<Code executed successfully: Available curve ops: ['primitive_bezier_circle_add', 'primitive_bezier_curve_add', 'primitive_nurbs_circle_add', 'primitive_nurbs_curve_add', 'primitive_nurbs_path_add']
29:04>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\ndef create_vine(name, start, end, thickness=0.025):\n \"\"\"Create a vine curve between two points\"\"\"\n bpy.ops.curve.primitive_bezier_curve_add()\n vine = bpy.context.active_object\n vine.name = name\n vine.data.name = name + \"_data\"\n \n vine.data.dimensions = '3D'\n vine.data.bevel_dept…)
29:04<<Error executing code: Communication error with Blender: Code execution error: bpy_prop_collection[index]: index 1 out of range, size 0
29:25ai>The subdivide is causing issues. Let me create vines with just the two base points and handle manipulation
29:25>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\ndef create_vine(name, start, end, thickness=0.025):\n \"\"\"Create a vine curve between two points\"\"\"\n bpy.ops.curve.primitive_bezier_curve_add()\n vine = bpy.context.active_object\n vine.name = name\n vine.data.name = name + \"_data\"\n \n vine.data.dimensions = '3D'\n vine.data.bevel_dept…)
29:25<<Code executed successfully: Added 4 vines to House_Main
Added 3 vines to House_Left
Added 3 vines to House_Right
Added 3 vines to Shed
All vines placed
29:50ai>Now let me add moss clumps, bushes, and other vegetation elements
29:50>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# --- MOSS CLUMPS on ground ---\ndef add_moss_clump(name, location, scale_range=(0.3, 0.8)):\n \"\"\"Add a moss blob on the ground\"\"\"\n bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=1, location=location)\n moss = bpy.context.active_object\n moss.name = name\n scale = random.uniform(*sc…)
29:50<<Code executed successfully: Added 50 moss clumps
Added 13 bushes
30:22ai>Now let me add trees, broken debris, and some atmospheric elements:
30:22>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# --- DEAD/WEATHERED TREES ---\ndef add_tree(name, location, height=3.0):\n \"\"\"Create a weathered/partially dead tree\"\"\"\n # Trunk\n bpy.ops.mesh.primitive_cylinder_add(\n vertices=8,\n radius=0.12,\n depth=height,\n location=location + Vector((0, 0, height/2))\n )\n tr…)
30:22<<Error executing code: Communication error with Blender: Code execution error: name 'Euler' is not defined
30:39>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# --- DEAD/WEATHERED TREES ---\ndef add_tree(name, location, height=3.0):\n \"\"\"Create a weathered/partially dead tree\"\"\"\n # Trunk\n bpy.ops.mesh.primitive_cylinder_add(\n vertices=8,\n radius=0.12,\n depth=height,\n location=location + Vector((0, 0, height/2))\n )\…)
30:40<<Code executed successfully: Trees added
31:00ai>Now let me add the scattered debris:
31:00>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# --- SCATTERED DEBRIS ---\n# Wood debris material\nwood_mat = bpy.data.materials.new(name=\"Wood_Debris\")\nwood_mat.use_nodes = True\nnodes_wd = wood_mat.node_tree.nodes\nlinks_wd = wood_mat.node_tree.links\nnodes_wd.clear()\nout_wd = nodes_wd.new('ShaderNodeOutputMaterial')\nout_wd.location = (300, 0)\nbsdf_…)
31:01<<Code executed successfully: Debris scattered
Glass shards added
31:34ai>Now let me add a broken fence, more vegetation, and set up atmospheric lighting and
31:34>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# --- BROKEN FENCE ---\nfence_mat = bpy.data.materials.new(name=\"Fence_Wood\")\nfence_mat.use_nodes = True\nnodes_f = fence_mat.node_tree.nodes\nlinks_f = fence_mat.node_tree.links\nnodes_f.clear()\nout_f = nodes_f.new('ShaderNodeOutputMaterial')\nout_f.location = (300, 0)\nbsdf_f = nodes_f.new('ShaderNodeBsdf…)
31:39<<Code executed successfully: Fence added
Weeds scattered
32:11ai>Now let me set up the lighting, atmosphere, and camera for the final presentation:
32:11>>execute_blender_code({"code":"import bpy\nimport math\nfrom mathutils import Vector, Euler\n\n# --- WORLD / SKY ---\nworld = bpy.data.worlds.get(\"World\")\nif not world:\n world = bpy.data.worlds.new(\"World\")\nbpy.context.scene.world = world\nworld.use_nodes = True\nnodes_w = world.node_tree.nodes\nlinks_w = world.node_tree.links\nnodes_w.clear()\n\noutput_w = nodes_w.new(type='ShaderNodeOutputWorld')\noutput_w.…)
32:11<<Code executed successfully: Fog volume added
Lighting set up
32:22ai>Now let me set up the camera with a good
32:22>>execute_blender_code({"code":"import bpy\nimport math\nfrom mathutils import Vector, Euler\n\n# --- CAMERA ---\nbpy.ops.object.camera_add(location=(12, -10, 4))\ncamera = bpy.context.active_object\ncamera.name = \"Contestant_Camera\"\n\n# Point at the main house\ntarget = Vector((0, 0, 1.5))\ndirection = target - camera.location\ncamera.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()\n\n# Set as active …)
32:22<<Code executed successfully: Camera set up
Render settings configured
32:27ai>Let me check the scene to make sure everything is properly set up:
32:27>>get_scene_info({"user_prompt":"Verify the abandoned village scene is complete"})
32:27<<{
"name": "Scene",
"object_count": 432,
"objects": [
{
"name": "Ground",
"type": "MESH",
"location": [
0.0,
0.0,
0.0
]
},
{
"name": "House_Main",
"type": "MESH",
"location": [
0.0,
0.0,
0.0
]
},
{
"name": "House_Main_Roof",
"type": "MESH",
"location": [
…
32:42ai>Let me check the actual positions of key objects to verify they're correct:
32:42>>get_object_info({"object_name":"House_Left","user_prompt":"Verify house positions"})
32:42<<{
"name": "House_Left",
"type": "MESH",
"location": [
0.0,
0.0,
0.0
],
"rotation": [
0.0,
0.0,
0.0
],
"scale": [
1.0,
1.0,
1.0
],
"visible": true,
"materials": [
"Weathered_Wall"
],
"world_bounding_box": [
[
-7.031040191650391,
0.5603703260421753,
0.6334553360939026
],
[
-5.081552505493164,
2.…
32:42>>get_object_info({"object_name":"House_Main","user_prompt":"Verify main house"})
32:43<<{
"name": "House_Main",
"type": "MESH",
"location": [
0.0,
0.0,
0.0
],
"rotation": [
0.0,
0.0,
0.0
],
"scale": [
1.0,
1.0,
1.0
],
"visible": true,
"materials": [
"Weathered_Wall"
],
"world_bounding_box": [
[
-1.117466926574707,
-0.7340630888938904,
0.6511085629463196
],
[
1.1333270072937012,
0…
32:43>>get_object_info({"object_name":"Contestant_Camera","user_prompt":"Verify camera"})
32:43<<{
"name": "Contestant_Camera",
"type": "CAMERA",
"location": [
12.0,
-10.0,
4.0
],
"rotation": [
1.4120961427688599,
1.1129664301279263e-08,
0.876058042049408
],
"scale": [
1.0,
1.0,
1.0
],
"visible": true,
"materials": []
}
33:20ai>The scene is looking good. Let me now add moss directly on the rooftops and some final polish details:
33:20>>execute_blender_code({"code":"import bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# --- MOSS ON ROOFTOPS ---\nmoss_mat = bpy.data.materials.get(\"Moss_Material\")\n\nfor roof_name in ['House_Main_Roof', 'House_Left_Roof', 'House_Right_Roof', 'Shed_Roof']:\n roof = bpy.data.objects.get(roof_name)\n if roof:\n dims = roof.dimensions\n loc = roof.location\n \n # Add m…)
33:22<<Code executed successfully: Roof moss added
Hanging vines added
Rust patches added
33:46ai>Now let me set up the grass material for the particle hair system and add a few more atmospheric details:
33:46>>execute_blender_code({"code":"import bpy\nimport random\n\n# --- GRASS MATERIAL FOR HAIR PARTICLES ---\ngrass_hair_mat = bpy.data.materials.new(name=\"Grass_Hair\")\ngrass_hair_mat.use_nodes = True\nnodes_gh = grass_hair_mat.node_tree.nodes\nlinks_gh = grass_hair_mat.node_tree.links\nnodes_gh.clear()\n\nout_gh = nodes_gh.new('ShaderNodeOutputMaterial')\nout_gh.location = (500, 0)\n\n# Hair BSDF for proper strand rende…)
33:46<<Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: expected a string enum, not int
34:05>>execute_blender_code({"code":"import bpy\nimport random\n\n# --- GRASS HAIR MATERIAL ---\ngrass_hair_mat = bpy.data.materials.new(name=\"Grass_Hair\")\ngrass_hair_mat.use_nodes = True\nnodes_gh = grass_hair_mat.node_tree.nodes\nlinks_gh = grass_hair_mat.node_tree.links\nnodes_gh.clear()\n\nout_gh = nodes_gh.new('ShaderNodeOutputMaterial')\nhair_bsdf = nodes_gh.new('ShaderNodeBsdfHairPrincipled')\nhair_bsdf.inputs['Col…)
34:05<<Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: expected a string enum, not int
34:13>>execute_blender_code({"code":"import bpy\n\n# Check the particle settings material attribute\nground = bpy.data.objects.get(\"Ground\")\nif ground and ground.particle_systems:\n psys = ground.particle_systems[0]\n settings = psys.settings\n \n # Check what the material attribute expects\n print(\"Material slot:\", settings.material_slot)\n # Try to understand the material attribute\n mat_attr = se…)
34:13<<Code executed successfully: Material slot: Ground_Material
Material property type: INT
Available material slots on ground: 2
Slot 0: Ground_Material
Slot 1: Grass_Hair.001
34:36>>execute_blender_code({"code":"import bpy\nimport random\nfrom mathutils import Vector, Euler\n\n# --- FALLEN LEAVES ---\nleaf_mat = bpy.data.materials.new(name=\"Leaf_Dead\")\nleaf_mat.use_nodes = True\nnodes_lf = leaf_mat.node_tree.nodes\nlinks_lf = leaf_mat.node_tree.links\nnodes_lf.clear()\nout_lf = nodes_lf.new('ShaderNodeOutputMaterial')\nbsdf_lf = nodes_lf.new('ShaderNodeBsdfPrincipled')\nbsdf_lf.inputs['Base Co…)
34:39<<Code executed successfully: Fallen leaves scattered
Water stains added
Total objects: 534
Total materials: 21
Camera: Contestant_Camera
Engine: CYCLES
Samples: 64
Scene ready!
35:03ai>Let me fix the grass hair material assignment on the particle system and do a final polish
35:03>>execute_blender_code({"code":"import bpy\n\n# Fix grass hair material on particle system\nground = bpy.data.objects.get(\"Ground\")\ngrass_hair = bpy.data.materials.get(\"Grass_Hair.001\") or bpy.data.materials.get(\"Grass_Hair\")\n\nif ground and ground.particle_systems:\n psys = ground.particle_systems[0]\n settings = psys.settings\n \n # Use the grass hair material (which is already in slot 1)\n # Th…)
35:03<<Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: ParticleSettings.material expected an int type, not Material
35:17>>execute_blender_code({"code":"import bpy\nimport random\nfrom mathutils import Vector, Euler\n\n# Fix grass hair material on particle system\nground = bpy.data.objects.get(\"Ground\")\n\nif ground and ground.particle_systems:\n psys = ground.particle_systems[0]\n settings = psys.settings\n \n # The material property takes an int (material slot index)\n # Slot 0 = Ground_Material, Slot 1 = Grass_Hair.001…)
35:17<<Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: expected a string enum, not int
35:28>>execute_blender_code({"code":"import bpy\n\nground = bpy.data.objects.get(\"Ground\")\nif ground and ground.particle_systems:\n psys = ground.particle_systems[0]\n settings = psys.settings\n \n # Let's find what enum items are available for material\n mat_prop = settings.bl_rna.properties.get('material')\n if mat_prop:\n print(\"Material property type:\", mat_prop.type)\n if mat_prop.en…)
35:28<<Error executing code: Communication error with Blender: Code execution error: 'IntProperty' object has no attribute 'enum_items'
35:42>>execute_blender_code({"code":"import bpy\nimport random\nfrom mathutils import Vector, Euler\n\n# The material attribute is INT type - let's just set it directly\nground = bpy.data.objects.get(\"Ground\")\nif ground and ground.particle_systems:\n psys = ground.particle_systems[0]\n settings = psys.settings\n \n # Ensure we have the grass material in a second slot\n grass_mat = bpy.data.materials.get(\"G…)
35:42<<Error executing code: Communication error with Blender: Code execution error: 'ParticleSettings' object has no attribute 'use_hair_shape'
35:53>>execute_blender_code({"code":"import bpy\nimport random\nfrom mathutils import Vector, Euler\n\n# --- FALLEN BRANCHES ---\nbranch_mat = bpy.data.materials.get(\"Wood_Debris\")\nfor i in range(15):\n x = random.uniform(-12, 12)\n y = random.uniform(-12, 12)\n z = random.uniform(0.02, 0.08)\n length = random.uniform(0.3, 1.0)\n \n bpy.ops.mesh.primitive_cylinder_add(\n vertices=5, radius=0.02, d…)
35:54<<Code executed successfully: Fallen branches added
Particle system: Ground_Grass
Type: HAIR
Count: 1500
Hair length: 0.4000000059604645
Render type: PATH
Material: 1
Material slot: Ground_Material
Scene ready for final render
36:15ai>The scene looks comprehensive. Let me do a final verification and make sure the camera frames everything well:
36:15>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector, Euler\nimport math\n\n# Fine-tune camera for composition\ncamera = bpy.data.objects.get(\"Contestant_Camera\")\nif camera:\n # Position for a good establishing shot - slightly elevated, watching the village\n camera.location = Vector((10, -8, 5.5))\n \n # Look at center of village (main house area)\n target = Vector((0.5, 1.5, 1.8))…)
36:15<<Code executed successfully: Camera position: <Vector (10.0000, -8.0000, 5.5000)>
Camera rotation: <Euler (x=1.3021, y=-0.0000, z=0.7854), order='XYZ'>
Looking at: <Vector (0.5000, 1.5000, 1.8000)>
GPU rendering enabled
Final camera and render configuration complete
36:22ai>Let me do a final scene verification
36:22>>get_scene_info({"user_prompt":"Final scene verification for abandoned village"})
36:22<<{
"name": "Scene",
"object_count": 549,
"objects": [
{
"name": "Ground",
"type": "MESH",
"location": [
0.0,
0.0,
0.0
]
},
{
"name": "House_Main",
"type": "MESH",
"location": [
0.0,
0.0,
0.0
]
},
{
"name": "House_Main_Roof",
"type": "MESH",
"location": [
…
36:44ai>The scene is complete with 549 objects and 21 materials. Let me make one final check on the fog setup to ensure it renders correctly
36:44>>execute_blender_code({"code":"import bpy\n\n# Verify fog volume renders correctly\nfog = bpy.data.objects.get(\"Fog_Volume\")\nif fog:\n print(f\"Fog: {fog.name}, visible: {fog.visible_camera}\")\n fog_mat = fog.data.materials[0] if fog.data.materials else None\n if fog_mat:\n print(f\"Fog material: {fog_mat.name}\")\n # Check nodes\n for node in fog_mat.node_tree.nodes:\n prin…)
36:44<<Code executed successfully: Fog: Fog_Volume, visible: True
Fog material: Fog_Material
Node: Material Output (OUTPUT_MATERIAL)
Node: Volume Scatter (VOLUME_SCATTER)
Node: Gradient Texture (TEX_GRADIENT)
Node: Color Ramp (VALTORGB)
Node: Transparent BSDF (BSDF_TRANSPARENT)
World: World, use_nodes: True
World node: World Output (OUTPUT_WORLD)
World node: Background (BACKGROUND)
World …
37:03ai>The abandoned village scene is complete. Here's what has been built:
**Structures**: 4 weathered buildings — Main house, Left house, Right house, and a small Shed — each with:
- Weathered, discolored walls with moss patches and water stains
- Corrugated rusted metal roofs with orange/brown rust and metallic variation
- Broken window cutouts
- Vertex-level damage and warping for aged decay
**Vege…
37:03--status: ok · DONE declared
>