--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> 43:18ai>I'll build this scene step by step: terrain with a pond, a log cabin with stone chimney, a dock, trees, lighting, and a camera. Let me start with scene setup and materials.
43:18>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\n\n# ---------- Clear scene ----------\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor m in list(bpy.data.materials): bpy.data.materials.remove(m)\n\n# ---------- Collections ----------\ndef new_col(name):\n c = bpy.data.collections.get(name) or bpy.data.collections.new(na…)
43:19<<{
"status": "error",
"message": "Traceback (most recent call last):\n File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.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 116, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"NISH…
43:50>>execute_blender_code({"code":"import bpy, math\n\n# ---------- World: warm dusk sky (Hosek-Wilkie) ----------\nw = bpy.data.worlds.new('World'); bpy.context.scene.world = w\nw.use_nodes = True\nbg = w.node_tree.nodes.get('Background')\nsky = w.node_tree.nodes.new('ShaderNodeTexSky')\nsky.sky_type = 'HOSEK_WILKIE'\nsky.sun_elevation = math.radians(14)\nsky.sun_rotation = math.radians(-60)\nbg.inputs['Strength'].default…)
43:50<<{
"status": "ok",
"result": {
"materials": [
"Autumn",
"Bark",
"Cattail",
"Door",
"FarGrass",
"Flower",
"Gable",
"Grass",
"Lily",
"Log",
"Metal",
"Mud",
"Pine",
"Pine2",
"Plank",
"Reed",
"Roof",
"Rope",
"Stone",
"Trim",
"WarmGlass",
"Water"
],
"collect…
44:31>>execute_blender_code({"code":"import bpy, bmesh, math, random\nfrom mathutils import Vector, noise\nrandom.seed(11)\n\nNS = bpy.app.driver_namespace\nM = NS['M']; to_col = NS['to_col']\n\nCX, CY = (9.0, 8.0) # pond centre\nRX, RY = (13.0, 10.0) # pond radii\n\ndef r_ell(a):\n a = math.atan2(math.sin(a)/RY, math.cos(a)/RX)\n ca, sa = math.cos(a), math.sin(a)\n return RX*RY/math.sqrt((RY*ca)**2+…)
44:32<<{
"status": "error",
"message": "Traceback (most recent call last):\n File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.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 27, in <module>\nValueError: noise: 'IMPROVED_PERLIN' not found in ([…
45:08ai>The noise basis name differs in this version. Re-running with `PERLIN_NEW`:
45:08>>execute_blender_code({"code":"import bpy, bmesh, math, random\nfrom mathutils import Vector, noise\nrandom.seed(11)\n\nNS = bpy.app.driver_namespace\nM = NS['M']; to_col = NS['to_col']\n\nCX, CY = (9.0, 8.0)\nRX, RY = (13.0, 10.0)\n\ndef r_ell(a):\n a = math.atan2(math.sin(a)/RY, math.cos(a)/RX)\n ca, sa = math.cos(a), math.sin(a)\n return RX*RY/math.sqrt((RY*ca)**2+(RX*sa)**2)\n\n# ---------- Terrain -------…)
45:10<<{
"status": "ok",
"result": {
"terrain_polys": 5184
}
}
46:13ai>Terrain, pond, and hills are in. Now the cabin: log walls with notched corners, gables, shingled roof, stone chimney, door, glowing windows, and porch.
46:13>>execute_blender_code({"code":"import bpy, bmesh, math, random\nfrom mathutils import Vector\nrandom.seed(23)\n\nNS = bpy.app.driver_namespace\nM = NS['M']; to_col = NS['to_col']; COL = NS['COL']\n\ndef mat_of(name): return M[name]\n\ndef add_cube(name, loc, scale, mat, col='Cabin', bevel=0.0):\n bpy.ops.mesh.primitive_cube_add(size=1, location=loc)\n o = bpy.context.active_object; o.name = name\n o.scale = sc…)
46:16<<{
"status": "ok",
"result": {
"cabin_parts": 118
}
}
47:10ai>Cabin walls, roof, and chimney built. Now windows, porch, and grouping everything under a parent empty placed in the world.
47:10>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\n\nNS = bpy.app.driver_namespace\nM = NS['M']; to_col = NS['to_col']; COL = NS['COL']\nhx, hy = 3.1, 2.2\n\ndef add_cube(name, loc, scale, mat, col='Cabin', bevel=0.0, rot=(0,0,0)):\n bpy.ops.mesh.primitive_cube_add(size=1, location=loc, rotation=rot)\n o = bpy.context.active_object; o.name = name\n o.scale = scale\n bpy.ops.objec…)
47:12<<{
"status": "ok",
"result": {
"cabin_total": 199
}
}
48:08>>execute_blender_code({"code":"import bpy, math\nNS = bpy.app.driver_namespace\nM = NS['M']; to_col = NS['to_col']; COL = NS['COL']\n\ndef shift(name, d=(0,0,0)):\n o = bpy.data.objects.get(name)\n if o: o.location = (o.location.x+d[0], o.location.y+d[1], o.location.z+d[2])\n\n# front windows (y negative side): push glass & muntins & shutters further out\nfor base in ('WinF_L','WinF_R'):\n shift(base+'Glass', …)
48:09<<{
"status": "ok",
"result": {
"fix": "ok"
}
}
49:19ai>Now the dock with plank deck, posts, ladder, and moored rowboat, plus props and vegetation.
49:19>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nrandom.seed(31)\n\nNS = bpy.app.driver_namespace\nM = NS['M']; to_col = NS['to_col']; COL = NS['COL']\n\ndef add_cube(name, loc, scale, mat, col='Props', bevel=0.0, rot=(0,0,0)):\n bpy.ops.mesh.primitive_cube_add(size=1, location=loc, rotation=rot)\n o = bpy.context.active_object; o.name = name\n o.scale = scale; bpy.ops.obj…)
49:21<<{
"status": "ok",
"result": {
"props": 39
}
}
51:29ai>Now the vegetation: pine and autumn trees, bushes, reeds, lily pads, and scattered grass tufts. I'll re-create the deterministic terrain height function to place things on the ground.
51:29>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector, noise\nrandom.seed(47)\n\nNS = bpy.app.driver_namespace\nM = NS['M']; to_col = NS['to_col']; COL = NS['COL']\nCX, CY, RX, RY = NS['POND']\n\n# terrain height (same deterministic formula as terrain build)\ndef height(x, y):\n dx, dy = (x-CX)/RX, (y-CY)/RY\n r = math.sqrt(dx*dx+dy*dy)\n nx, ny = x+7.0, y+6.0\n v = 0.55*nois…)
51:35<<{
"status": "ok",
"result": {
"vegetation": 205
}
}
>