~ 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 — cabin-pond User Persp
LOADING 3D VIEW
$4.97Cost
1881sDuration
74Tool calls
73Turns
Blender 5.1.0MCP 1.0.02026-07-26
Tokens: 4334367/89124Vision: Votes W-L-T: 9-0-0reasoning: effort mediumNO DONE
B-BENCH — TRANSCRIPT Anthropic / Opus 5 / thinking:medium · r1 · 2026-07-26
RUN LOG — cabin-pond · Anthropic / Opus 5 / thinking:medium · 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 cabin-pond: ## Task Complete the following Blender task: <task> A warm wooden cabin beside a pond, with a stone chimney, a small dock, and a few trees. </task>
10:14ai>I'll start by checking the current scene state.
10:14>>get_objects_summary({})
10:15<<{ "status": "ok", "result": { "status": "ok", "scene_name": "Scene", "active_workspace": "Layout", "active_object": null, "object_mode": null, "camera_object": null, "collections": [ { "name": "Scene Collection", "exclude": false, "hide_viewport": false, "objects": [], "children": [ { "name": "Colle…
10:15>>get_blendfile_summary_datablocks({})
10:15<<{ "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"…
11:04>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\n\n# clean\nfor ob in list(bpy.data.objects):\n bpy.data.objects.remove(ob, do_unlink=True)\nfor c in list(bpy.data.collections):\n bpy.data.collections.remove(c)\n\nscene = bpy.context.scene\nscene.render.engine = 'CYCLES'\nscene.cycles.samples = 64\nscene.cycles.use_denoising = True\nscene.render.res…)
11:04<<{ "status": "ok", "result": { "ok": true, "engine": "CYCLES", "vt": "Standard" } }
12:11>>execute_blender_code({"code":"\nimport bpy\nfrom mathutils import Vector\n\ndef mat(name):\n m = bpy.data.materials.new(name)\n m.use_nodes = True\n nt = m.node_tree\n for n in list(nt.nodes):\n nt.nodes.remove(n)\n out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\n bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0)\n nt.links.new(bsdf.outputs[0], out…)
12:14<<{ "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 113, in <module>\nAttributeError: 'ShaderNodeTexBrick' object has no attribute 'mortar_smooth'\n" }
12:19>>execute_blender_code({"code":"import bpy\nresult={\"ver\":bpy.app.version_string, \"brick_inputs\":[i.name for i in bpy.data.materials['Roof'].node_tree.nodes['Brick Texture'].inputs] if 'Roof' in bpy.data.materials else None}"})
12:20<<{ "status": "ok", "result": { "ver": "5.1.0", "brick_inputs": [ "Vector", "Color1", "Color2", "Mortar", "Scale", "Mortar Size", "Mortar Smooth", "Bias", "Brick Width", "Row Height" ] } }
12:24>>execute_blender_code({"code":"import bpy\nm=bpy.data.materials.new('tmpX'); m.use_nodes=True\nb=m.node_tree.nodes['Principled BSDF']\nr={\"inputs\":[i.name for i in b.inputs]}\nbpy.data.materials.remove(m)\nresult=r"})
12:24<<{ "status": "ok", "result": { "inputs": [ "Base Color", "Metallic", "Roughness", "IOR", "Alpha", "Normal", "Weight", "Diffuse Roughness", "Subsurface Weight", "Subsurface Radius", "Subsurface Scale", "Subsurface IOR", "Subsurface Anisotropy", "Specular IOR Level", "Specular Tint", "Anisotropic",…
13:20>>execute_blender_code({"code":"\nimport bpy\nfor m in list(bpy.data.materials):\n bpy.data.materials.remove(m)\n\ndef mat(name):\n m = bpy.data.materials.new(name)\n m.use_nodes = True\n nt = m.node_tree\n for n in list(nt.nodes):\n nt.nodes.remove(n)\n out = nt.nodes.new('ShaderNodeOutputMaterial'); out.location=(600,0)\n bsdf = nt.nodes.new('ShaderNodeBsdfPrincipled'); bsdf.location=(300,0…)
13:22<<{ "status": "ok", "result": { "mats": [ "Bark", "Foliage", "Foliage_Warm", "Ground", "Metal", "Reed", "Roof", "Stone", "Water", "WindowGlow", "Wood_Dark", "Wood_Wall" ] } }
13:48>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, noise\n\nrandom.seed(11)\nscene = bpy.context.scene\nM = bpy.data.materials\n\ndef link(ob, colname):\n for c in ob.users_collection: c.objects.unlink(ob)\n bpy.data.collections[colname].objects.link(ob)\n\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5…)
13:49<<{ "status": "ok", "result": { "terrain_verts": 36481, "z_at_cabin": 0.34188454745740593, "z_dock": 0.025823967708100914 } }
13:58>>execute_blender_code({"code":"\nimport math\nfrom mathutils import Vector, noise\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\ndef terrain_z(x, y):\n v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2(v.y,v.x); R=pond_radius(th)\n n1 = noise.noise(Vector((x*0.09, y*0.09, 0.0)))*0.55\n …)
13:58<<{ "status": "ok", "result": { "x-6": [ 1.85, 1.75, 1.71, 1.56, 1.38, 1.22, 1.11, 0.94, 0.7, 0.41, 0.23, 0.12, -0.05, -0.26, -0.35, -0.32 ], "x-4": [ 1.83, 1.78, 1.67, 1.49, 1.35, 1.23, 1.07, 0.85, 0.58, 0.33, 0.15, -…
14:29>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, noise, Euler\nrandom.seed(3)\nscene=bpy.context.scene\nM=bpy.data.materials\n\nPOND_C = Vector((0.0, 7.0))\ndef pond_radius(theta):\n return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1) + 0.6*math.sin(2*theta+2.0)\ndef terrain_z(x, y):\n v = Vector((x - POND_C.x, y - POND_C.y)); d=v.length; th=math.atan2…)
14:30<<{ "status": "ok", "result": { "corners": [ 1.57, 1.53, 0.97, 0.68 ] } }
14:44>>execute_blender_code({"code":"\ntz = bpy.app.driver_namespace['terrain_z']\npts = {}\nfor x in (-7.8,-4.8,-1.8):\n for y in (-8.9,-6.4,-3.9):\n pts[f\"{x},{y}\"]=round(tz(x,y),2)\nresult=pts\n"})
14:45<<{ "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 2, in <module>\nNameError: name 'bpy' is not defined\n" }
14:55>>execute_blender_code({"code":"\nimport bpy\ntz = bpy.app.driver_namespace.get('terrain_z')\nresult={\"has\":tz is not None}\nif tz:\n result[\"pts\"]={f\"{x},{y}\":round(tz(x,y),2) for x in (-8.2,-5,-1.8) for y in (-9.4,-6.6,-3.8)}\n"})
14:55<<{ "status": "ok", "result": { "has": true, "pts": { "-8.2,-9.4": 1.64, "-8.2,-6.6": 1.32, "-8.2,-3.8": 0.95, "-5,-9.4": 1.57, "-5,-6.6": 1.19, "-5,-3.8": 0.6, "-1.8,-9.4": 1.6, "-1.8,-6.6": 1.06, "-1.8,-3.8": 0.52 } } }
15:14>>execute_blender_code({"code":"\nimport bpy\ntz = bpy.app.driver_namespace['terrain_z']\nresult={\n \"dockline_x2\":{f\"y{y}\":round(tz(2,y),2) for y in [-3,-2.5,-2,-1.5,-1,-0.5,0,1,2,3]},\n \"dockline_x1\":{f\"y{y}\":round(tz(1,y),2) for y in [-3,-2,-1.5,-1,0,1,2,3]},\n \"porch\":{f\"y{y}\":round(tz(-5,y),2) for y in [-3.6,-3,-2.4,-1.8]},\n \"front_edge\":{f\"x{x}\":round(tz(x,-3.6),2) for x in [-7.8,-6,-5,-4,-2.2]},\…)
15:14<<{ "status": "ok", "result": { "dockline_x2": { "y-3": 0.63, "y-2.5": 0.49, "y-2": 0.32, "y-1.5": 0.09, "y-1": -0.2, "y-0.5": -0.43, "y0": -0.65, "y1": -1.04, "y2": -1.36, "y3": -1.61 }, "dockline_x1": { "y-3": 0.57, "y-2": 0.24, "y-1.5": 0.03, "y-1": -0.24, "y0": -0.69, "y1": -1.09, …
16:05>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\nX0,X1 = -7.8,-2.2\nY0,Y1 = -9.3,-4.3\nFLOOR = 1.70\nR = 0.17\nSP = 0.30\nNC = 8\nTOP = FLOOR + (NC-1)*SP + R # ~ 3.99\nRIDGE_X = (X0+X1)/2.0\nA…)
16:06<<{ "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 93, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"FAST\" not found in ('FLOAT', 'EXACT', 'MANIFOLD')\n" }
16:10>>execute_blender_code({"code":"\nimport bpy\nfor ob in list(bpy.data.collections['Cabin'].objects):\n bpy.data.objects.remove(ob, do_unlink=True)\nresult={\"n\":len(bpy.data.collections['Cabin'].objects)}\n"})
16:10<<{ "status": "ok", "result": { "n": 0 } }
16:29>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\nX0,X1 = -7.8,-2.2\nY0,Y1 = -9.3,-4.3\nFLOOR = 1.70\nR = 0.17\nSP = 0.30\nNC = 8\nTOP = FLOOR + (NC-1)*SP + R\nRIDGE_X = (X0+X1)/2.0\nAPEX = TOP + 1.…)
16:29<<{ "status": "ok", "result": { "TOP": 3.9699999999999998, "APEX": 5.92, "slope": 0.6964285714285715, "walls_verts": 736 } }
16:57>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\n\nslope=(APEX-TOP)/(RIDGE_…)
16:58<<{ "status": "ok", "result": { "ok": 1, "DECK": 1.5999999999999999 } }
17:25>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1 = dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,TOP,APEX,RIDGE_X = dn['FLOOR'],dn['TOP'],dn['APEX'],dn['RIDGE_X']\n\n# ---------- Stone chimn…)
17:25<<{ "status": "ok", "result": { "CTOP": 7.27, "chim_verts": 3016 } }
17:54>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\n# ---------- Dock: from shore (~y=-1.6, z~0.05) out into pond along +Y ----------\nDX = 2.1\nDECK_Z = 0.42\nY_START = -2.6\nY_END = 5.2\nbm=bmesh.ne…)
17:54<<{ "status": "ok", "result": { "ok": 1 } }
18:23>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), rot=None, jitter=0.0, seed=0):\n tmp=bmesh.new()\n bmesh.ops.create_icosphere(tmp…)
18:24<<{ "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 88, in <module>\n File \"<string>\", line 49, in conifer\n File \"<string>\", line 20, in icosphere\nAttributeError: 'BMesh' object has …
18:27>>execute_blender_code({"code":"\nimport bpy\nfor ob in list(bpy.data.collections['Trees'].objects):\n bpy.data.objects.remove(ob, do_unlink=True)\nresult={\"n\":len(bpy.data.collections['Trees'].objects)}\n"})
18:27<<{ "status": "ok", "result": { "n": 0 } }
18:49>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\n\ndef icosphere(bm, center, r, subdiv=2, scale=(1,1,1), jitter=0.0, seed=0):\n tmp=bmesh.new()\n bmesh.ops.create_icosphere(tmp, subdivis…)
18:50<<{ "status": "ok", "result": { "trees": 38 } }
19:11>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix, noise\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nico=dn['icosphere']\n\nPOND_C=Vector((0.0,7.0))\ndef pond_radius(theta):\n return 8.6 + 1.5*math.sin(3*theta+0.6) + 0.9*math.cos(5*theta-1.1…)
19:12<<{ "status": "ok", "result": { "reeds": 826 } }
19:36>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\nscene=bpy.context.scene\ndn=bpy.app.driver_namespace; link=dn['link']\n\n# ---------- World: warm dusk sky ----------\nw=bpy.data.worlds.new('SkyWorld'); scene.world=w\nw.use_nodes=True; nt=w.node_tree\nfor n in list(nt.nodes): nt.nodes.remove(n)\nout=nt.nodes.new('ShaderNodeOutputWorld'); out.location=(600,0)\nbg=nt.nodes.new('ShaderNodeB…)
19:36<<{ "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 14, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"NISHITA\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREET…
19:40>>execute_blender_code({"code":"\nimport bpy\nw=bpy.data.worlds['SkyWorld'] if 'SkyWorld' in bpy.data.worlds else None\nnt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nresult={\"props\":[p.identifier for p in sky.bl_rna.properties if not p.is_readonly]}\n"})
19:41<<{ "status": "ok", "result": { "props": [ "location", "location_absolute", "width", "height", "name", "label", "parent", "warning_propagation", "use_custom_color", "color", "select", "show_options", "show_preview", "hide", "mute", "show_texture", "bl_idname", "bl_label", "bl_des…
19:55>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\nscene=bpy.context.scene\ndn=bpy.app.driver_namespace; link=dn['link']\n\nw=bpy.data.worlds['SkyWorld']; scene.world=w\nnt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sky_type='MULTIPLE_SCATTERING'\nsky.sun_elevation=math.radians(7.5)\nsky.sun_rotation=math.radians…)
19:55<<{ "status": "ok", "result": { "looks": [ "NONE" ], "vts": [ "NONE" ] } }
20:00>>execute_blender_code({"code":"\nimport bpy\nvs=bpy.context.scene.view_settings\nresult={\"vt\":vs.view_transform,\"look\":vs.look,\"exposure\":vs.exposure,\"gamma\":vs.gamma,\n \"display\":bpy.context.scene.display_settings.display_device}\n"})
20:00<<{ "status": "ok", "result": { "vt": "Standard", "look": "None", "exposure": 0.0, "gamma": 1.0, "display": "sRGB" } }
20:06>>execute_blender_code({"code":"\nimport bpy\nvs=bpy.context.scene.view_settings\nres={}\nfor cand in ['AgX','Filmic','Khronos PBR Neutral','Standard']:\n try:\n vs.view_transform=cand; res['vt']=cand; break\n except Exception as e:\n res[cand]=str(e)[:60]\nfor cand in ['AgX - Medium High Contrast','Medium High Contrast','AgX - Base Contrast','None']:\n try:\n vs.look=cand; res['look']=cand…)
20:07<<{ "status": "ok", "result": { "vt": "AgX", "look": "AgX - Medium High Contrast" } }
20:10ai>Now let me render a test.
20:10>>render_thumbnail_to_path({"output_path":"C:/tmp/bb_test1.png"})
21:21<<{ "status": "ok", "result": { "status": "ok", "filepath": "<home>\\AppData\\Local\\Temp\\blender_a27740\\blender_mcp\\bb_test1.png" } }
21:27>>execute_blender_code({"code":"\nimport bpy\ns=bpy.context.scene\ns.render.resolution_x=700; s.render.resolution_y=700\ns.render.resolution_percentage=100\ns.cycles.samples=32\ns.cycles.use_denoising=True\ns.render.image_settings.file_format='PNG'\ns.render.filepath='C:/tmp/bb_prev.png'\nbpy.ops.render.render(write_still=True)\nresult={\"done\":1}\n"})
21:35<<{ "status": "ok", "result": { "done": 1 } }
21:40>>jump_to_tab_by_name({"name":"Rendering"})
21:40<<{ "status": "ok", "result": { "status": "ok", "workspace": "Rendering", "message": null, "available_workspaces": null } }
21:44>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
21:45<<
21:45imgimage delivered — get_screenshot_of_area_as_image
21:57>>execute_blender_code({"code":"\nimport bpy, math\ns=bpy.context.scene\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n in nt.nodes if n.type=='BACKGROUND'][0]\nsky.sun_elevation=math.radians(15.0)\nsky.sun_rotation=math.radians(200)\nsky.sun_intensity=0.6\nsky.aerosol_density=2.0\nsky.air_density=1.2\nbg.inputs['Strength'].default_value=1.6\n\nsun=bpy.data.objects['Sun']\nsun.…)
22:06<<{ "status": "ok", "result": { "ok": 1 } }
22:11>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
22:12<<
22:12imgimage delivered — get_screenshot_of_area_as_image
23:27>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\ntz=dn['terrain_z']; box=dn['box']; cyl=dn['cyl']; add_mesh=dn['add_mesh']; link=dn['link']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\n\n# remove old chimney, rebuild on east (+X) side\nbpy.data.object…)
23:27<<{ "status": "ok", "result": { "CTOP": 7.37 } }
23:40>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\nfor nm in ('BroTrunk14','BroLeaf14'):\n bpy.data.objects[nm].location=(0,0,0)\n# conifer4 at (6.8,-9.5) blocks camera -> move it out of frame\nfor nm in ('ConTrunk4','ConLeaf4'):\n bpy.data.objects[nm].location=(4.5,-6.5,0) # -> (11.3,-16.0)\n# broadleaf12 at (7.9,-4.6) also near line; shift right/back\nfor nm in ('BroTrunk12','Bro…)
23:48<<{ "status": "ok", "result": { "d": 25.37 } }
23:53>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
23:54<<
23:54imgimage delivered — get_screenshot_of_area_as_image
24:36>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\n\n# put trees back where they were (they were fine)\nfor nm in ('ConTrunk4','ConLeaf4'): bpy.data.objects[nm].location=(0,0,0)\nfor nm in ('BroTrunk12','BroLeaf12'): bpy.data.objects[nm].location=(0,0,0)\n\ncam=bpy.data.objects['Camera']\ncam.location=(11.5,16.5,7.6)\ncam.data.lens=40\ntgt=Vector((-3.2,-3.4,2.6))\ncam.…)
24:48<<{ "status": "ok", "result": { "dist": 25.24 } }
24:54>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
24:58<<
24:58imgimage delivered — get_screenshot_of_area_as_image
25:31>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\ncam.location=(8.6,7.6,5.2)\ncam.data.lens=40\ntgt=Vector((-4.6,-5.4,2.5))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distance=(tgt-Vector(cam.location)).length\ncam.data.dof.aperture_fstop=7.0\n\nsun=bpy.data.objects['Sun']\nsrc=…)
25:47<<{ "status": "ok", "result": { "d": 18.72 } }
25:52>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
25:53<<
25:53imgimage delivered — get_screenshot_of_area_as_image
26:16>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\nsun=bpy.data.objects['Sun']\nsrc=Vector((22.0,16.0,7.5))\nsun.location=src\nsun.rotation_euler=((-src).to_track_quat('-Z','Y').to_euler())\nsun.data.energy=14.0\nsun.data.color=(1.0,0.72,0.44)\nsun.data.angle=math.radians(1.6)\n\nw=s.world; nt=w.node_tree\nsky=[n for n in nt.nodes if n.type=='TEX_SKY'][0]\nbg=[n for n …)
26:31<<{ "status": "ok", "result": { "el": 15.4, "az": 36.0 } }
26:37>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
26:41<<
26:41imgimage delivered — get_screenshot_of_area_as_image
26:56>>execute_blender_code({"code":"\nimport bpy\nw=bpy.context.scene.world\nnt=w.node_tree\nresult={\"nodes\":[(n.name,n.type) for n in nt.nodes],\n \"links\":[(l.from_node.name,l.from_socket.name,l.to_node.name,l.to_socket.name) for l in nt.links],\n \"scene_world\":bpy.context.scene.world.name,\n \"film_transparent\":bpy.context.scene.render.film_transparent}\n"})
26:56<<{ "status": "ok", "result": { "nodes": [ [ "World Output", "OUTPUT_WORLD" ], [ "Background", "BACKGROUND" ], [ "Sky Texture", "TEX_SKY" ] ], "links": [], "scene_world": "SkyWorld", "film_transparent": false } }
27:09>>execute_blender_code({"code":"\nimport bpy, math\ns=bpy.context.scene\nnt=s.world.node_tree\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']; out=nt.nodes['World Output']\nnt.links.new(sky.outputs[0], bg.inputs['Color'])\nnt.links.new(bg.outputs[0], out.inputs['Surface'])\nbg.inputs['Strength'].default_value=1.0\ns.view_settings.exposure=0.2\ns.render.filepath='C:/tmp/bb_prev7.png'\nbpy.ops.render.render(write_…)
27:27<<{ "status": "ok", "result": { "links": 2 } }
27:32>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
27:33<<
27:33imgimage delivered — get_screenshot_of_area_as_image
27:55>>execute_blender_code({"code":"\nimport bpy, math\ns=bpy.context.scene\ns.render.resolution_x=1100; s.render.resolution_y=1100\ns.cycles.samples=48\nnt=s.world.node_tree\nsky=nt.nodes['Sky Texture']; bg=nt.nodes['Background']\nsky.sun_elevation=math.radians(6.5)\nsky.sun_rotation=math.radians(36)\nsky.sun_intensity=0.15\nsky.air_density=1.4\nsky.aerosol_density=4.0\nsky.ozone_density=1.2\nbg.inputs['Strength'].default_…)
28:31<<{ "status": "ok", "result": { "ok": 1 } }
28:36>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
28:37<<
28:37imgimage delivered — get_screenshot_of_area_as_image
28:49>>execute_blender_code({"code":"\nimport bpy\nfor w in bpy.context.window_manager.windows:\n for a in w.screen.areas:\n if a.type=='IMAGE_EDITOR':\n for r in a.regions:\n if r.type=='WINDOW':\n with bpy.context.temp_override(window=w, area=a, region=r):\n bpy.ops.image.view_zoom_ratio(ratio=1.0)\nresult={\"ok\":1}\n"})
28:50<<{ "status": "ok", "result": { "ok": 1 } }
28:54>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
28:56<<
28:56imgimage delivered — get_screenshot_of_area_as_image
29:23>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\n# temp orthographic top view render via second camera? just check chimney bbox vs walls\nch=bpy.data.objects['Chimney']\nw=bpy.data.objects['LogWalls']\ndef bb(o):\n import mathutils\n pts=[o.matrix_world@Vector(c) for c in o.bound_box]\n return [round(min(p[i] for p in pts),2) for i in range(3)],[round(max(p[…)
29:23<<{ "status": "ok", "result": { "chim": [ [ -2.62, -8.7, 0.55 ], [ -0.58, -6.41, 7.83 ] ], "walls": [ [ -8.08, -9.58, 1.7 ], [ -1.92, -4.02, 5.69 ] ], "boat": [ [ 2.85, -0.0, -0.12 ], [ …
30:07>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\n\n# ---- Replace roof with actual shingle geometry ----\nfor nm in ('Roof','Rafters','PorchRoof'):\n if nm in bpy.data.objects: bpy.data.objects.re…)
30:07<<{ "status": "ok", "result": { "ok": 1 } }
30:14>>execute_blender_code({"code":"\nimport bpy\ns=bpy.context.scene\ns.render.filepath='C:/tmp/bb_prev9.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"})
30:49<<{ "status": "ok", "result": { "ok": 1 } }
30:54>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
30:56<<
30:56imgimage delivered — get_screenshot_of_area_as_image
31:30>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace\nadd_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR,APEX=dn['FLOOR'],dn['APEX']\n\n# ---- Rebuild chimney: tighter, shorter, hugging the +X wall --…)
31:31<<{ "status": "ok", "result": { "reeds": 158 } }
31:52>>execute_blender_code({"code":"\nimport bpy, math, bmesh\nfrom mathutils import Vector\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']\n\n# ---- Chimney smoke (volumetric plume) ----\nmv=bpy.data.materials.new('Smoke'); mv.use_nodes=True\nnt=mv.node_tree\nfor n in list(nt.nodes): nt.nodes.remove(n)\nout=nt.nodes.new('ShaderNodeOutputMaterial'); out.l…)
32:28<<{ "status": "ok", "result": { "top": 7.15 } }
32:33>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
32:38<<
32:38imgimage delivered — get_screenshot_of_area_as_image
33:18>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\n\n# ---------- Rebuild rowboat properly ----------\nfor nm in ('Rowboat','Oar'):\n if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.obje…)
33:19<<{ "status": "ok", "result": { "ok": 1 } }
33:42>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']; tz=dn['terrain_z']\nX0,X1,Y0,Y1=dn['X0'],dn['X1'],dn['Y0'],dn['Y1']\nFLOOR=dn['FLOOR']; DECK=FLOOR-0.10\n\n# ---- Porch bench + lantern ----\nbm=bmesh.new()\nbx=-3.0\nbox…)
34:19<<{ "status": "ok", "result": { "ok": 1 } }
34:24>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
34:25<<
34:25imgimage delivered — get_screenshot_of_area_as_image
34:48>>execute_blender_code({"code":"\nimport bpy, bmesh, math\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\n\nfor nm in ('BoatRim','Oar','Rowboat','Mooring'):\n if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\n# hull\nL=2.9; W=1.05; H=0.48\…)
34:48<<{ "status": "ok", "result": { "ok": 1 } }
35:00>>execute_blender_code({"code":"\nimport bpy, math\ns=bpy.context.scene\ns.render.filepath='C:/tmp/bb_prev12.png'\nbpy.ops.render.render(write_still=True)\nresult={\"ok\":1}\n"})
35:35<<{ "status": "ok", "result": { "ok": 1 } }
35:41>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
35:45<<
35:45imgimage delivered — get_screenshot_of_area_as_image
35:59>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\nold=(tuple(cam.location), tuple(cam.rotation_euler), cam.data.lens)\ncam.location=(6.0,6.5,2.2)\ntgt=Vector((3.4,1.4,0.3))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=60\ncam.data.dof.use_dof=False\ns.render.resolution_x=700; s.render.…)
36:10<<{ "status": "ok", "result": { "ok": 1 } }
36:16>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
36:20<<
36:20imgimage delivered — get_screenshot_of_area_as_image
36:50ai>The boat reads badly. Let me build it properly with explicit lofted cross-sections.
36:50>>execute_blender_code({"code":"\nimport bpy, bmesh, math\nfrom mathutils import Vector, Matrix\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; cyl=dn['cyl']; box=dn['box']; link=dn['link']\n\nfor nm in ('Rowboat','BoatSeats','Oars','Mooring'):\n if nm in bpy.data.objects: bpy.data.objects.remove(bpy.data.objects[nm], do_unlink=True)\n\nL=3.1; W=1.10; H=0.50\nNS=2…)
37:01<<{ "status": "ok", "result": { "ok": 1 } }
37:07>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
37:11<<
37:11imgimage delivered — get_screenshot_of_area_as_image
37:24>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\ncam=bpy.data.objects['Camera']\ncam.location=(6.6,1.4,1.0)\ntgt=Vector((3.55,1.4,0.15))\ncam.rotation_euler=(tgt-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=70\ns.render.filepath='C:/tmp/bb_boat3.png'\nbpy.ops.render.render(write_still=True)\nb=bpy.data.objects['Rowboat']\npts=[b.matrix_worl…)
37:36<<{ "status": "ok", "result": { "bb": [ [ 2.54, 4.55 ], [ -0.26, 3.04 ], [ -0.36, 0.25 ] ] } }
37:43>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
37:47<<
37:47imgimage delivered — get_screenshot_of_area_as_image
38:00>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene\nfor nm in ('Rowboat','BoatRim','Oars'):\n o=bpy.data.objects[nm]\n o.location=(4.35,2.9,0.10)\n o.rotation_euler=(0,0,math.radians(-8))\n# rope reattach\ncu=bpy.data.objects['Mooring'].data\nsp=cu.splines[0]\na=Vector((4.0,1.45,0.24)); b=Vector((2.95,-0.35,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n …)
38:11<<{ "status": "ok", "result": { "ok": 1 } }
38:34>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
38:37<<
38:37imgimage delivered — get_screenshot_of_area_as_image
38:51>>execute_blender_code({"code":"\nimport bpy, bmesh, math, random\nfrom mathutils import Vector\nscene=bpy.context.scene; M=bpy.data.materials\ndn=bpy.app.driver_namespace; add_mesh=dn['add_mesh']; link=dn['link']; tz=dn['terrain_z']\n\n# rebuild lily pads avoiding boat & dock\nbpy.data.objects.remove(bpy.data.objects['LilyPads'], do_unlink=True)\nPOND=Vector((0.0,7.0))\ndef pr(t): return 8.6+1.5*math.sin(3*t+0.6)+0.9*m…)
39:28<<{ "status": "ok", "result": { "ok": 1 } }
39:33>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR"})
39:35<<
39:35imgimage delivered — get_screenshot_of_area_as_image
39:56>>execute_blender_code({"code":"\nimport bpy, math\nfrom mathutils import Vector\ns=bpy.context.scene; M=bpy.data.materials\nfor nm in ('Rowboat','BoatRim','Oars'):\n o=bpy.data.objects[nm]; o.location=(0.05,3.4,0.10); o.rotation_euler=(0,0,math.radians(24))\ncu=bpy.data.objects['Mooring'].data; sp=cu.splines[0]\na=Vector((0.75,2.2,0.24)); b=Vector((1.35,1.05,0.34))\nfor i,bp in enumerate(sp.bezier_points):\n t=i/…)
40:26<<{ "status": "ok", "result": { "ok": 1 } }
40:26--status: budget_exhausted
>
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