--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
>