~ same prompt, different LLM — every model gets the same brief in Blender, you judge the render ~
OpenAI / GPT 6 Astra / thinking:max has entered the arena NEW!
Render Window — hero
hero render
camera + framing set up by the AI contestant
3D Viewport — abandoned-village User Persp
LOADING 3D VIEW
$0.02Cost
299sDuration
15Tool calls
16Turns
Blender 5.1.0MCP 1.0.02026-07-31
Tokens: 234984/15736Vision: Votes W-L-T: 8-1-0reasoning: effort maxDONE ✓
B-BENCH — TRANSCRIPT OpenAI / GPT 5.6 Luna / thinking:max · r1 · 2026-07-31
RUN LOG — abandoned-village · OpenAI / GPT 5.6 Luna / thinking:max · r1 · ok
SYSTEM PROMPTthe control — every model on this task got these instructions
PROMPTblender-bench v8HARNESSraw-v3
SHOW FULL PROMPT · 3364 chars
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 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>
28:23>>get_blendfile_summary_datablocks({})
28:24<<{ "status": "ok", "result": { "status": "ok", "datablock_counts": { "cameras": 1, "collections": 1, "images": 2, "lights": 1, "linestyles": 1, "materials": 2, "meshes": 1, "palettes": 1, "scenes": 1, "screens": 11, "window_managers": 1, "workspaces": 11, "worlds": 1 }, "render_engine": "BLENDER_EEVEE"…
28:45>>execute_blender_code({"code":"import bpy, math\nprint(bpy.app.version_string)\nprint(list(bpy.data.objects.keys())[:10])\nresult={'version':bpy.app.version_string,'objects':len(bpy.data.objects)}"})
29:04<<Error executing tool execute_blender_code: Socket error communicating with Blender at localhost:9876: [WinError 10054] An existing connection was forcibly closed by the remote host
29:08>>get_blendfile_summary_datablocks({})
29:08<<{ "status": "ok", "result": { "status": "ok", "datablock_counts": { "cameras": 1, "collections": 1, "images": 2, "lights": 1, "linestyles": 1, "materials": 2, "meshes": 1, "palettes": 1, "scenes": 1, "screens": 11, "window_managers": 1, "workspaces": 11, "worlds": 1 }, "render_engine": "BLENDER_EEVEE"…
30:26>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom math import radians\nrandom.seed(11)\n# Reset scene\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor datablocks in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.cameras, bpy.data.lights):\n pass\n# Collections\nroot=bpy.context.scene.collection\nfor c in list(bpy.data…)
30:41<<{ "status": "error", "message": "Traceback (most recent call last):\n File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n exec(code, namespace)\n ~~~~^^^^^^^^^^^^^^^^^\n File \"<string>\", line 234, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"BLENDER_EEVEE_NEXT\" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', …
30:45>>get_blendfile_summary_datablocks({})
30:45<<{ "status": "ok", "result": { "status": "ok", "datablock_counts": { "cameras": 1, "collections": 1, "images": 2, "lights": 1, "linestyles": 1, "materials": 23, "meshes": 422, "objects": 421, "palettes": 1, "scenes": 1, "screens": 11, "window_managers": 1, "workspaces": 11, "worlds": 1 }, "render…
30:56>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nfrom math import radians\nscene=bpy.context.scene\n# choose Cycles for native validation; benchmark overrides quality\ntry:\n scene.render.engine='CYCLES'\n scene.cycles.samples=32\n scene.cycles.use_denoising=True\nexcept Exception as e:\n print('cycles setup',e)\nscene.render.resolution_x=800; scene.render.resolution_y=800; sce…)
30:57<<{ "status": "error", "message": "Traceback (most recent call last):\n File \"<repo>\\.runner\\blender-mcp-v1.0.0\\addon\\mcp_to_blender_server.py\", line 230, in _execute_code\n exec(code, namespace)\n ~~~~^^^^^^^^^^^^^^^^^\n File \"<string>\", line 44, in <module>\nRuntimeError: Error: Cannot open file <repo>\\apps\\console\\tmp\\abandoned_village.blend@ for writing: No such file or d…
30:59>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nbpy.ops.wm.save_as_mainfile(filepath='<repo>/abandoned_village.blend')\nprint('saved',len(bpy.data.objects),len(bpy.data.meshes),len(bpy.data.materials),scene.render.engine)\nresult={'objects':len(bpy.data.objects),'meshes':len(bpy.data.meshes),'materials':len(bpy.data.materials),'path':bpy.data.filepath,'engine':scene.render.engine}"})
31:00<<{ "status": "ok", "result": { "objects": 425, "meshes": 422, "materials": 23, "path": "<repo>\\abandoned_village.blend", "engine": "CYCLES" }, "stdout": "Info: Saved as \"abandoned_village.blend\"\nsaved 425 422 23 CYCLES\n" }
31:02>>render_viewport_to_path({"output_path":"<repo>/abandoned_village_preview.png"})
31:07<<{ "status": "ok", "result": { "status": "ok", "filepath": "<home>\\AppData\\Local\\Temp\\blender_a61628\\blender_mcp\\abandoned_village_preview.png" } }
31:09>>get_screenshot_of_window_as_image({"size_limit_in_bytes":2000000})
31:10<<
31:10imgimage delivered — get_screenshot_of_window_as_image
31:17>>execute_blender_code({"code":"import bpy, time\nscene=bpy.context.scene\nscene.render.resolution_x=700; scene.render.resolution_y=700; scene.render.resolution_percentage=100\nscene.render.image_settings.file_format='PNG'\nscene.render.filepath='<repo>/abandoned_village_render.png'\nif scene.render.engine=='CYCLES':\n scene.cycles.samples=16\n scene.cycles.use_denoising=True\n scene.cycles.max_bounces=4\n s…)
31:21<<{ "status": "ok", "result": { "render_path": "<repo>/abandoned_village_render.png", "seconds": 2.9 }, "stdout": "rendering\ndone 2.795048475265503\nInfo: Saved as \"abandoned_village.blend\"\n" }
31:25>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
31:25<<Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D
31:32>>execute_blender_code({"code":"import bpy\n# set 3D viewport camera/rendered view via context if possible\nfor area in bpy.context.screen.areas:\n if area.type=='VIEW_3D':\n area.spaces.active.region_3d.view_perspective='CAMERA'\n# ensure scene saved\nbpy.ops.wm.save_as_mainfile(filepath='<repo>/abandoned_village.blend')\nresult={'camera':bpy.context.scene.camera.name,'engine':bpy.context.scene.render.engine,…)
31:33<<{ "status": "ok", "result": { "camera": "Presentation Camera", "engine": "CYCLES", "frame": 1 }, "stdout": "Info: Saved as \"abandoned_village.blend\"\n" }
31:36>>get_screenshot_of_window_as_json({})
31:36<<{ "status": "ok", "result": { "status": "ok", "window_width": 3840, "window_height": 2054, "screen_name": "Layout", "workspace": "Layout", "scene": "Scene", "areas": [ { "type": "PROPERTIES", "x": 3158, "y": 35, "width": 679, "height": 1611, "space": { "type": "PROPERTIES", "context": "OBJECT"…
31:45>>execute_blender_code({"code":"import bpy\n# Create/replace a polished presentation board for render-friendly framing only if no overlap. Use curves? Keep scene simple.\n# Add thin atmospheric backdrop planes as static low poly, plus title-like sign is avoided.\n# Create a distant fence line and more vegetation to enrich orbit silhouette.\nmain=bpy.data.collections.get('Collection')\n# find mats\nm_wood=bpy.data.materi…)
31:51<<{ "status": "ok", "result": { "objects": 502, "saved": true }, "stdout": "Info: Saved as \"abandoned_village.blend\"\n" }
31:56>>execute_blender_code({"code":"import bpy,time\nscene=bpy.context.scene\nscene.render.filepath='<repo>/abandoned_village_render.png'\nscene.render.resolution_x=700; scene.render.resolution_y=700; scene.render.resolution_percentage=100\nscene.cycles.samples=16\nbpy.ops.render.render(write_still=True)\nbpy.ops.wm.save_as_mainfile(filepath='<repo>/abandoned_village.blend')\nresult={'rendered':True,'objects':len(bpy.data.o…)
31:59<<{ "status": "ok", "result": { "rendered": true, "objects": 502 }, "stdout": "Info: Saved as \"abandoned_village.blend\"\n" }
32:03ai>DONE
32:03--status: ok · DONE declared
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Votes cast on this bench: 000482 · 157 runs · 25 contestants
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