--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> 11:50>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nbpy.ops.object.select_all(action='SELECT'); bpy.ops.object.delete(use_global=False)\nresult={'ok':True}"})
11:50<<{
"status": "ok",
"result": {
"ok": true
}
}
12:39>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nrandom.seed(24)\ndef mat(name,c,rough=.5,metal=0):\n m=bpy.data.materials.new(name); m.diffuse_color=(*c,1); m.use_nodes=True\n p=m.node_tree.nodes.get('Principled BSDF'); p.inputs['Base Color'].default_value=(*c,1); p.inputs['Roughness'].default_value=rough; p.inputs['Metallic'].default_value=metal\n return m\nwood=[mat('Cedar • hon…)
12:41<<{
"status": "ok",
"result": {
"materials": 36
}
}
13:30>>execute_blender_code({"code":"# Cabin: hand-laid foundation, lapped cedar and detailed gables\ncx,cy=-1.65,1.5\nfor row in range(2):\n for i in range(7):\n for y in [cy-1.42,cy+1.42]:cube('Foundation • fieldstone',(cx-1.55+i*.51,y,.66+row*.24),(.49,.35,.22),random.choice(stone),.045)\n for j in range(5):\n for x in [cx-1.7,cx+1.7]:cube('Foundation • fieldstone',(x,cy-1.12+j*.55,.66+row*.24),(.32,.52,.22),random.choi…)
13:31<<{
"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 5, in <module>\nNameError: name 'cube' is not defined\n"
}
13:46>>execute_blender_code({"code":"import bpy\nsrc='''import bpy, math, random\nfrom mathutils import Vector\nrandom.seed(24)\nwood=[bpy.data.materials['Cedar • honey '+str(i)] for i in range(5)]\nendwood=bpy.data.materials['Fresh timber endgrain']; trim=bpy.data.materials['Dark stained structural timber']; roof=bpy.data.materials['Patinated blue-green roof']; roofedge=bpy.data.materials['Raised copper seams']\nstone=[bpy.…)
13:47<<{
"status": "ok",
"result": {
"ok": true
}
}
14:20>>execute_blender_code({"code":"exec(bpy.data.texts['Build helpers'].as_string())\ncx,cy=-1.65,1.5\nfor row in range(2):\n for i in range(7):\n for y in [cy-1.42,cy+1.42]:cube('Foundation fieldstone',(cx-1.55+i*.51,y,.66+row*.24),(.49,.35,.22),random.choice(stone),.045)\n for j in range(5):\n for x in [cx-1.7,cx+1.7]:cube('Foundation fieldstone',(x,cy-1.12+j*.55,.66+row*.24),(.32,.52,.22),random.choice(stone),.045)\nc…)
14:22<<{
"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 1, in <module>\nNameError: name 'bpy' is not defined\n"
}
14:57>>execute_blender_code({"code":"import bpy\nexec(bpy.data.texts['Build helpers'].as_string())\ncx,cy=-1.65,1.5\nfor row in range(2):\n for i in range(7):\n for y in [cy-1.42,cy+1.42]:cube('Foundation fieldstone',(cx-1.55+i*.51,y,.66+row*.24),(.49,.35,.22),random.choice(stone),.045)\n for j in range(5):\n for x in [cx-1.7,cx+1.7]:cube('Foundation fieldstone',(x,cy-1.12+j*.55,.66+row*.24),(.32,.52,.22),random.choice(sto…)
15:07<<{
"status": "ok",
"result": {
"objects": 358
}
}
15:57>>execute_blender_code({"code":"import bpy\nexec(bpy.data.texts['Build helpers'].as_string())\n# dock reaches into pond from right bank\nfor i in range(15):\n y=.05-i*.24\n cube('Dock • individual weathered planks',(2.05,y,.66),(1.42,.225,.13),random.choice(wood),.024)\n for x in [1.52,2.58]:\n cyl('Dock iron nail',(x,y,.729),.017,.008,black,8)\nfor x in [1.50,2.60]:beam('Dock undercarriage',(x,.15,.52),(x,-3.48,.52),.…)
16:24<<{
"status": "ok",
"result": {
"objects": 726
}
}
16:38>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\n# studio backdrop\nm=bpy.data.materials.new('Backdrop • warm mist');m.diffuse_color=(.16,.21,.22,1);m.use_nodes=True;m.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value=(.16,.21,.22,1);m.node_tree.nodes['Principled BSDF'].inputs['Roughness'].default_value=.84\nbpy.ops.mesh.primitive_plane_add(size=200,location=(0,0,-.85))…)
16:46<<{
"status": "ok",
"result": {
"render": "<repo>/preview.png"
},
"stdout": "Info: Saved as \"cabin.blend\"\n"
}
16:49>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":0})
16:49<<Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D
16:54>>execute_blender_code({"code":"import bpy\narea=next(a for a in bpy.context.screen.areas if a.type=='VIEW_3D');area.type='IMAGE_EDITOR';area.spaces.active.image=bpy.data.images.load('<repo>/preview.png',check_existing=True)\nresult={'ok':True}"})
16:54<<{
"status": "ok",
"result": {
"ok": true
}
}
16:57>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":0})
16:57<<
16:57imgimage delivered — get_screenshot_of_area_as_image
17:04>>execute_blender_code({"code":"import bpy\nfor a in bpy.context.screen.areas:\n if a.type=='IMAGE_EDITOR':\n with bpy.context.temp_override(area=a,region=next(r for r in a.regions if r.type=='WINDOW')):bpy.ops.image.view_all(fit_view=True)\nresult={'ok':True}"})
17:05<<{
"status": "ok",
"result": {
"ok": true
}
}
17:08>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":1500000})
17:08<<
17:08imgimage delivered — get_screenshot_of_area_as_image
17:12>>get_screenshot_of_window_as_image({"size_limit_in_bytes":1500000})
17:12<<
17:12imgimage delivered — get_screenshot_of_window_as_image
17:22>>execute_blender_code({"code":"import bpy, numpy as np\nim=bpy.data.images.get('preview.png'); ar=np.array(im.pixels[:]).reshape(-1,4)\nresult={'size':list(im.size),'min':ar[:,:3].min().item(),'max':ar[:,:3].max().item(),'mean':ar[:,:3].mean(axis=0).tolist(),'center':ar.reshape(800,800,4)[400,400].tolist() }"})
17:23<<{
"status": "ok",
"result": {
"size": [
800,
800
],
"min": 0.0,
"max": 0.9764706492424011,
"mean": [
0.3978931424859962,
0.4332397483870882,
0.4020036499579233
],
"center": [
0.4431372880935669,
0.2549019753932953,
0.14509804546833038,
1.0
]
}
}
17:48>>execute_blender_code({"code":"import bpy\n# restrained surface detail, compatible base colors retained for the 3D asset\nfor m in bpy.data.materials:\n if m.name.startswith('Cedar') or m.name in ['Fresh timber endgrain','Dark stained structural timber']:\n nt=m.node_tree; p=nt.nodes.get('Principled BSDF')\n tex=nt.nodes.new('ShaderNodeTexNoise');tex.inputs['Scale'].default_value=4;tex.inputs['Detail'].default_value=…)
17:48<<{
"status": "ok",
"result": {
"saved": "<repo>\\cabin.blend",
"objects": 732
},
"stdout": "Info: Saved as \"cabin.blend\"\n"
}
17:55ai>DONE
17:55--status: ok · DONE declared
>