--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> 22:46ai>I'll build an abandoned village scene reclaimed by nature. Let me start by checking the scene state and available integrations.
22:46>>get_scene_info({"user_prompt":"An abandoned village slowly reclaimed by nature with weathered houses, rusted roofs, overgrown foliage, moss, grass, and vines."})
22:46<<{
"name": "Scene",
"object_count": 0,
"objects": [],
"materials_count": 2
}
22:46>>get_polyhaven_status({"user_prompt":"Check PolyHaven availability for textures and HDRIs"})
22:46<<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
22:46>>get_hyper3d_status({"user_prompt":"Check Hyper3D availability"})
22:46<<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
23:08ai>I'll build everything procedurally. Let me start by creating the ground, houses, and environment step by step.
23:08>>execute_blender_code({"code":"\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor mat in bpy.data.materials:\n bpy.data.materials.remove(mat)\nfor mesh in bpy.data.meshes:\n bpy.data.meshes.remove(mesh)\nfor curve in bpy.data.curves:\n bpy.data.curves.remove(curve)…)
23:08<<Error executing code: Communication error with Blender: Code execution error: 'ShaderNodeValToRGB' object has no attribute 'interpolation'
23:26>>execute_blender_code({"code":"\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\n# Clear scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor mat in bpy.data.materials:\n bpy.data.materials.remove(mat)\nfor mesh in bpy.data.meshes:\n bpy.data.meshes.remove(mesh)\nfor curve in bpy.data.curves:\n bpy.data.curves.remove(curve)…)
23:26<<Code executed successfully: Ground created
23:55ai>Now let me create the houses with weathered walls and rusted metal roofs.
23:55>>execute_blender_code({"code":"\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\nrandom.seed(42)\n\n# ---- MATERIALS ----\n\n# Weathered wall material (old plaster/wood)\nwall_mat = bpy.data.materials.new(\"WeatheredWall\")\nwall_mat.use_nodes = True\nnodes = wall_mat.node_tree.nodes\nlinks = wall_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMat…)
23:55<<Code executed successfully: Materials created
24:33>>execute_blender_code({"code":"\nimport bpy\nimport bmesh\nimport math\nimport random\nfrom mathutils import Vector, Euler\n\nrandom.seed(42)\n\n# Get materials\nwall_mat = bpy.data.materials[\"WeatheredWall\"]\nroof_mat = bpy.data.materials[\"RustedRoof\"]\ndark_wood_mat = bpy.data.materials[\"DarkWood\"]\n\ndef create_house(name, location, rotation, width=4, depth=5, height=3, roof_height=1.5):\n \"\"\"Create a we…)
24:33<<Code executed successfully: Created 10 house parts for 5 houses
25:04ai>Now let me add overgrown foliage - grass, vines, moss on rooftops, and bushes.
25:04>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- FOLIAGE MATERIALS ----\n\n# Grass material\ngrass_mat = bpy.data.materials.new(\"Grass\")\ngrass_mat.use_nodes = True\nnodes = grass_mat.node_tree.nodes\nlinks = grass_mat.node_tree.links\nnodes.clear()\n\noutput = nodes.new(\"ShaderNodeOutputMaterial\")\nbsdf = nodes.new(\"ShaderNodeBsdfPr…)
25:04<<Code executed successfully: Foliage materials created
25:21>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\ngrass_mat = bpy.data.materials[\"Grass\"]\nvine_mat = bpy.data.materials[\"Vine\"]\nmoss_mat = bpy.data.materials[\"Moss\"]\n\n# ---- GRASS PATCHES (using displaced planes with grass material) ----\n# Create scattered grass patches around the village\nfor i in range(40):\n x = random.uniform(-2…)
25:22<<Code executed successfully: Created grass patches
Created moss patches on roofs
25:48>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\nvine_mat = bpy.data.materials[\"Vine\"]\n\n# ---- VINES CREEPING UP WALLS ----\n# Create vine curves on house walls\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nvine_count = 0\nfor wall in wall_objects:\n bbox = [wall.matrix_world @ Vector(corner) for co…)
25:49<<Code executed successfully: Created 21 vines on walls
26:10>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\nbark_mat = bpy.data.materials[\"Bark\"]\nleaf_mat = bpy.data.materials[\"Leaf\"]\nmoss_mat = bpy.data.materials[\"Moss\"]\n\n# ---- BUSHES AND SHRUBS ----\n# Scattered around the village\nfor i in range(25):\n x = random.uniform(-20, 20)\n y = random.uniform(-20, 20)\n # Avoid center\n …)
26:13<<Code executed successfully: Created bushes
Created 6 trees
Created ground moss near houses
26:51>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- BROKEN WINDOWS (dark interior visible) ----\n# Add dark planes behind window openings to simulate dark interiors\ndark_wood_mat = bpy.data.materials[\"DarkWood\"]\n\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" in obj.name.lower()]\n\nfor wall in wall_objects:\n bbox = [w…)
26:53<<Code executed successfully: Created dark interiors for houses
Created rocks and debris
Created broken fence
27:24>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- VINES ON ROOFS ----\nvine_mat = bpy.data.materials[\"Vine\"]\n\nroof_objects = [obj for obj in bpy.data.objects if \"roof\" in obj.name.lower() and \"moss\" not in obj.name.lower()]\nvine_on_roof_count = 0\n\nfor roof in roof_objects:\n bbox = [roof.matrix_world @ Vector(corner) for corn…)
28:18<<Code executed successfully: Created 20 vines draping from roofs
Created grass tufts
28:35>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# ---- CAMERA ----\n# Remove existing cameras\nfor obj in bpy.data.objects:\n if obj.type == 'CAMERA':\n bpy.data.objects.remove(obj, do_unlink=True)\n\nbpy.ops.object.camera_add(location=(14, -16, 9))\ncam = bpy.context.active_object\ncam.name = \"MainCamera\"\n\n# Aim at center of vill…)
28:35<<Code executed successfully: Camera and lighting set up
28:47>>execute_blender_code({"code":"\nimport bpy\nimport math\n\n# ---- FOG/ATMOSPHERE ----\n# Add a subtle volumetric fog for atmosphere\nworld = bpy.context.scene.world\nwnodes = world.node_tree.nodes\nwlinks = world.node_tree.links\n\n# Add volume to world\nvol_output = wnodes.new(\"ShaderNodeOutputWorld\")\nvol_scatter = wnodes.new(\"ShaderNodeVolumeScatter\")\nvol_scatter.inputs['Density'].default_value = 0.015\nvol_sc…)
28:49<<Code executed successfully: Added atmospheric fog
Created scattered planks
Total objects in scene: 1103
Cameras: 1
Lights: 2
Meshes: 1059
Curves: 41
28:54ai>Good, the scene has 1103 objects. Let me now do a quick render preview to validate the look, and adjust as needed.
28:54>>execute_blender_code({"code":"\nimport bpy\n\n# Quick low-res preview render to check composition\nscene = bpy.context.scene\nscene.render.resolution_x = 512\nscene.render.resolution_y = 512\nscene.cycles.samples = 32\nscene.cycles.use_denoising = True\n\n# Render to file\nscene.render.filepath = \"/tmp/village_preview.png\"\nscene.render.image_settings.file_format = 'PNG'\nbpy.ops.render.render(write_still=True)\npri…)
28:55<<Code executed successfully: Preview rendered
29:11>>execute_blender_code({"code":"\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# Let's adjust the camera for a better composition\ncam = bpy.data.objects[\"MainCamera\"]\n\n# Move camera slightly for a better angle - more elevated and showing depth\ncam.location = (16, -18, 11)\ntarget = Vector((-1, 0, 1.5))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z', 'Y')\ncam.rotation_euler…)
29:12<<Code executed successfully: Camera adjusted
Added foreground dead tree
29:17>>execute_blender_code({"code":"\nimport bpy\n\n# Quick preview again\nscene = bpy.context.scene\nscene.render.resolution_x = 512\nscene.render.resolution_y = 512\nscene.cycles.samples = 32\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_preview2.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Preview 2 rendered\")\n","user_prompt":"Render second preview to check updated composition"…)
29:18<<Code executed successfully: Preview 2 rendered
29:39>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\n# Let me add more detail: overgrown grass around house bases, and some \n# weeds growing through windows\nrandom.seed(42)\ngrass_mat = bpy.data.materials[\"Grass\"]\nvine_mat = bpy.data.materials[\"Vine\"]\n\n# Grass/weeds growing through window openings\nwall_objects = [obj for obj in bpy.data.objects if \"walls\" …)
30:43<<Code executed successfully: Created weeds at wall bases
Adjusted fog density
Final settings applied
30:50>>execute_blender_code({"code":"\nimport bpy\n\n# Final preview at higher quality\nscene = bpy.context.scene\nscene.render.resolution_x = 768\nscene.render.resolution_y = 768\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_final_preview.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Final preview rendered\")\n","user_prompt":"Render final high-quality prev…)
30:54<<Code executed successfully: Final preview rendered
31:16>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\n# Let's enhance the scene further with some additional details\n\n# 1. Add some fallen/broken roof panels (corrugated metal sheets on ground)\nroof_mat = bpy.data.materials[\"RustedRoof\"]\n\nfor i in range(8):\n x = random.uniform(-12, 12)\n y = random.uniform(-12, 12)\n if abs(x) < 2 an…)
31:19<<Error executing code: Communication error with Blender: Code execution error: name 'grass_mat' is not defined
31:35>>execute_blender_code({"code":"\nimport bpy\nimport math\nimport random\nfrom mathutils import Vector\n\nrandom.seed(42)\n\ngrass_mat = bpy.data.materials[\"Grass\"]\nroof_mat = bpy.data.materials[\"RustedRoof\"]\n\n# 1. Fallen roof panels\nfor i in range(8):\n x = random.uniform(-12, 12)\n y = random.uniform(-12, 12)\n if abs(x) < 2 and abs(y) < 2:\n x += 4\n \n bpy.ops.mesh.primitive_plane_add(s…)
31:56<<Code executed successfully: Created fallen roof panels
Created wildflowers
Final total objects: 1614
32:00>>execute_blender_code({"code":"\nimport bpy\n\n# Final preview render\nscene = bpy.context.scene\nscene.render.resolution_x = 768\nscene.render.resolution_y = 768\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_preview3.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Preview 3 rendered\")\n","user_prompt":"Render preview 3 to check all additions"})
32:05<<Code executed successfully: Preview 3 rendered
32:16>>execute_blender_code({"code":"\nimport bpy\nimport math\nfrom mathutils import Vector\n\n# Let me refine the camera angle slightly - try a slightly lower angle for more dramatic feel\ncam = bpy.data.objects[\"MainCamera\"]\n\n# Position camera for a more immersive, slightly lower angle\ncam.location = (15, -17, 8)\ntarget = Vector((-1, 0, 1.8))\ndirection = target - cam.location\nrot_quat = direction.to_track_quat('-Z…)
32:17<<Code executed successfully: Final setup complete
Camera location: <Vector (15.0000, -17.0000, 8.0000)>
Camera rotation: <Euler (x=1.3112, y=0.0000, z=0.7551), order='XYZ'>
Render engine: CYCLES
Resolution: 1536x1536
Samples: 64
Denoising: True
View transform: Filmic
Total objects: 1614
32:23>>execute_blender_code({"code":"\nimport bpy\n\n# Do a final render at full resolution\nscene = bpy.context.scene\nscene.render.resolution_x = 1536\nscene.render.resolution_y = 1536\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\n\nscene.render.filepath = \"/tmp/village_final.png\"\nbpy.ops.render.render(write_still=True)\nprint(\"Final render complete\")\n","user_prompt":"Render final full-quality image"…)
32:42<<Code executed successfully: Final render complete
32:55ai>The scene is complete. Let me verify everything is saved properly.
32:55>>execute_blender_code({"code":"\nimport bpy\n\n# Verify scene is saved\nscene = bpy.context.scene\nprint(\"=== SCENE VERIFICATION ===\")\nprint(f\"Scene name: {scene.name}\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View tra…)
32:55<<Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\apps\console\tmp\abandoned_village.blend@ for writing: No such file or directory
33:07>>execute_blender_code({"code":"\nimport bpy\n\n# Verify scene\nscene = bpy.context.scene\nprint(\"=== SCENE VERIFICATION ===\")\nprint(f\"Render engine: {scene.render.engine}\")\nprint(f\"Resolution: {scene.render.resolution_x}x{scene.render.resolution_y}\")\nprint(f\"Samples: {scene.cycles.samples}\")\nprint(f\"Denoising: {scene.cycles.use_denoising}\")\nprint(f\"View transform: {scene.view_settings.view_transform}\")…)
33:07<<Error executing code: Communication error with Blender: Code execution error: Error: Unable to save an unsaved file with an empty or unset "filepath" property
33:11>>execute_blender_code({"code":"\nimport bpy\n\n# Save to the working directory\nimport os\nsave_path = os.path.join(os.getcwd(), \"abandoned_village.blend\")\nbpy.ops.wm.save_as_mainfile(filepath=save_path)\nprint(f\"Scene saved to: {save_path}\")\n","user_prompt":"Save scene file"})
33:11<<Code executed successfully: Info: Saved as "abandoned_village.blend"
Scene saved to: <repo>\apps\console\abandoned_village.blend
33:21ai>The scene is complete and saved. Let me verify the final render was produced correctly by doing a quick check.
33:21>>execute_blender_code({"code":"\nimport bpy\n\n# Final verification - list all key scene elements\nprint(\"=== FINAL SCENE SUMMARY ===\")\nprint(f\"Total objects: {len(bpy.data.objects)}\")\nprint(f\"Total materials: {len(bpy.data.materials)}\")\nprint(f\"\\nLights:\")\nfor l in [o for o in bpy.data.objects if o.type == 'LIGHT']:\n print(f\" {l.name}: type={l.data.type}, energy={l.data.energy}, color={l.data.color}…)
33:22<<Code executed successfully: === FINAL SCENE SUMMARY ===
Total objects: 1614
Total materials: 62
Lights:
FillLight: type=SUN, energy=0.800000011920929, color=<Color (r=0.5000, g=0.6000, b=0.8000)>
KeyLight: type=SUN, energy=2.5, color=<Color (r=1.0000, g=0.8500, b=0.6000)>
Camera: MainCamera
Location: <Vector (15.0000, -17.0000, 8.0000)>
Lens: 26.0mm
Render: CYCLES, 1536x1536
Cycles: 64 …
33:39ai>The scene is complete and saved. Here's a summary of what was built:
**Abandoned Village Reclaimed by Nature** — 1,614 objects, 62 procedural materials
**Architecture:**
- 5 weathered houses with faded, stained plaster walls
- Window and door cutouts revealing dark interiors
- Corrugated rusted metal gable roofs with surface displacement and bump detail
- Dark wooden interior boxes visible throu…
33:39--status: ok · DONE declared
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