~ 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
auto-framed by the bench — contestant set no camera
3D Viewport — cabin-pond User Persp
LOADING 3D VIEW
$0.00Cost
1905sDuration
20Tool calls
20Turns
Blender 5.1.0MCP 1.0.02026-08-25
Tokens: 454156/75934Vision: Votes W-L-T: 0-0-0reasoning: effort maxNO DONE
B-BENCH — TRANSCRIPT Ox Alpha / thinking:max · r1 · 2026-08-25
RUN LOG — cabin-pond · Ox Alpha / 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 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>
19:19>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\n\ninfo = {}\ninfo[\"blender\"] = bpy.app.version_string\n\n# ---------- clean slate ----------\ntry:\n if bpy.context.object and bpy.context.object.mode != 'OBJECT':\n bpy.ops.object.mode_set(mode='OBJECT')\nexcept Exception:\n pass\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor blklist…)
19:20<<{ "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 94, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"NISHITA\" not found in ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREET…
19:49>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\n\ninfo = {}\ntry:\n if bpy.context.object and bpy.context.object.mode != 'OBJECT':\n bpy.ops.object.mode_set(mode='OBJECT')\nexcept Exception:\n pass\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor blklist in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.lights,\n …)
19:49<<{ "status": "ok", "result": { "gpu": "OPTIX", "look": "AgX - Punchy", "sky_type": "SINGLE_SCATTERING", "objects": 1 } }
23:59ai>Scene initialized (OPTIX GPU, AgX Punchy, Blender 4.x sky). Now I'll generate the terrain with an analytically carved pond, shoreline sand, path, and pads — baking mask data into a vertex color attribute for shading.
23:59>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nfrom mathutils import noise as bnoise\n\nscene = bpy.context.scene\ninfo = {}\n\ndef sm(a,b,x):\n if abs(a-b) < 1e-9: return 0.0\n t = min(max((x-a)/(b-a), 0.0), 1.0)\n return t*t*(3-2*t)\n\nC = Vector((-7.5, 3.0))\nR = 10.4\nZW = -0.18 # water level\n\ndef reff(a):\n return R*(1.0 + 0.16*math.cos(3*a+math.pi) + 0.09*math.sin(2…)
24:01<<{ "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 131, in <module>\nAttributeError: BMeshOpsModule: operator \"smooth_vertex\" doesn't exist. Did you mean: 'smooth_vert'?\n", "stdout": "…
24:30ai>Minor API name issue (`smooth_vert`). Continuing with the existing terrain:
24:30>>execute_blender_code({"code":"import bpy, bmesh, math\n\nscene = bpy.context.scene\nter = bpy.data.objects[\"Ground\"]\nme = ter.data\n\nbm = bmesh.new(); bm.from_mesh(me)\nbmesh.ops.smooth_vert(bm, verts=bm.verts, factor=0.6)\nbm.to_mesh(me); bm.free()\n\nfor p in me.polygons: p.use_smooth = True\nme.shade_smooth()\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None:\n co…)
24:32<<{ "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 47, in <module>\nKeyError: 'bpy_prop_collection[key]: key \"Alpha\" not found'\n" }
24:51>>execute_blender_code({"code":"import bpy\nmat = bpy.data.materials[\"GroundMat\"]\nnt = mat.node_tree\nsep = None\nfor n in nt.nodes:\n if n.type == 'SEPARATE_COLOR':\n sep = n; break\nmodes = [e.identifier for e in sep.bl_rna.properties['mode'].enum_items]\nprint(\"modes:\", modes)\nif 'RGBA' in modes:\n sep.mode = 'RGBA'\nout = nt.nodes['Material Output']\nbsdf = nt.nodes['Principled BSDF']\n# relink al…)
24:52<<{ "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 22, in <module>\nKeyError: 'bpy_prop_collection[key]: key \"Alpha\" not found'\n", "stdout": "modes: ['RGB', 'HSV', 'HSL']\n" }
25:27>>execute_blender_code({"code":"import bpy\nimport numpy as np\n\nscene = bpy.context.scene\nter = bpy.data.objects[\"Ground\"]\nme = ter.data\n\n# add second attribute holding SED in R channel\nca = me.color_attributes.get(\"mask\")\nn_v = len(me.vertices)\ndata = np.empty(n_v*4, dtype=np.float32)\nca.data.foreach_get(\"color\", data)\nsed = data[3::4].copy()\n\nca2 = me.color_attributes.new(name=\"mask2\", type='FLOAT…)
25:27<<{ "status": "ok", "result": { "ok": true } }
26:21ai>Terrain and ground material are in. Now the pond water shader — transparent with depth-tinted color, mirror-like reflections, and a foam ring at the shoreline:
26:21>>execute_blender_code({"code":"import bpy, math\n\nscene = bpy.context.scene\nZW = -0.18\n\nbpy.ops.mesh.primitive_plane_add(size=64, location=(0,0,ZW), subdivisions=1)\nwat = bpy.context.active_object\nwat.name = \"PondWater\"\nme = wat.data\nfor p in me.polygons: p.use_smooth = True\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None:\n col = bpy.data.collections.new(cnam…)
26:23<<{ "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 6, in <module>\nTypeError: Converting py args to operator properties:: keyword \"subdivisions\" unrecognized\n" }
26:54>>execute_blender_code({"code":"import bpy\n\nscene = bpy.context.scene\nZW = -0.18\nbpy.ops.mesh.primitive_plane_add(size=64, location=(0,0,ZW))\nwat = bpy.context.active_object\nwat.name = \"PondWater\"\nfor p in wat.data.polygons: p.use_smooth=True\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None:\n col = bpy.data.collections.new(cname); scene.collection.children.link(…)
26:55<<{ "status": "ok", "result": { "ok": true } }
28:24ai>Water is in. Now the biggest piece: the log cabin — stacked log walls, gabled roof, floor, door, windows, and porch.
28:24>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\n\nscene = bpy.context.scene\nCX = 6.8\nrandom.seed(11)\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None:\n col = bpy.data.collections.new(cname); scene.collection.children.link(col)\n for c in list(obj.users_collection): c.objects.unlink(obj)\n col.objects.link(obj)\n\ndef new_ob…)
28:27<<{ "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 148, in <module>\n File \"<string>\", line 117, in cyl_log\nTypeError: Converting py args to operator properties:: keyword \"cap_endpoint…
29:17>>execute_blender_code({"code":"import bpy, math, random\n\nscene = bpy.context.scene\nCX = 6.8\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None:\n col = bpy.data.collections.new(cname); scene.collection.children.link(col)\n for c in list(obj.users_collection): c.objects.unlink(obj)\n col.objects.link(obj)\n\ndef pmat(name, color, rough=0.7):\n m = bpy.data.mater…)
29:20<<{ "status": "ok", "result": { "rows": 12, "top_z": 3.1527000000000007, "objects": 137 } }
30:00ai>Walls complete (12 log courses, top at z≈3.15). Now the gabled shingle roof with ridge cap, eaves, and the front porch:
30:00>>execute_blender_code({"code":"import bpy, math\n\nscene = bpy.context.scene\nCX = 6.8\nMAT_LOG = bpy.data.materials[\"LogMat\"]\nMAT_PLANK = bpy.data.materials[\"PlankMat\"]\nMAT_DARK = bpy.data.materials[\"DarkWood\"]\nMAT_ROOF = bpy.data.materials[\"RoofMat\"]\nMAT_TRIM = bpy.data.materials[\"TrimWood\"]\nMAT_STONE = bpy.data.materials[\"StoneMat\"]\n\ndef link_to(obj, cname):\n col = bpy.data.collections.ge…)
30:02<<{ "status": "ok", "result": { "ok": true, "objects": 190 } }
30:52ai>Roof and porch complete. Now the stone chimney with firebox glow and a volumetric smoke column:
30:52>>execute_blender_code({"code":"import bpy, math, random\n\nscene = bpy.context.scene\nCX = 6.8\nMAT_STONE = bpy.data.materials[\"StoneMat\"]\nMAT_DARK = bpy.data.materials[\"DarkWood\"]\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None:\n col = bpy.data.collections.new(cname); scene.collection.children.link(col)\n for c in list(obj.users_collection): c.objects.unlink(…)
30:53<<{ "status": "ok", "result": { "chimney_top": 6.55 } }
32:59ai>Now the dock extending into the pond, with pilings, a lantern, and a small rowboat moored alongside:
32:59>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\nMAT_LOG = bpy.data.materials[\"LogMat\"]\nMAT_PLANK = bpy.data.materials[\"PlankMat\"]\nMAT_DARK = bpy.data.materials[\"DarkWood\"]\nMAT_TRIM = bpy.data.materials[\"TrimWood\"]\nMAT_STONE = bpy.data.materials[\"StoneMat\"]\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None…)
33:00<<{ "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 42, in <module>\nTypeError: L() missing 1 required positional argument: 't'\n" }
33:33>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\nMAT_LOG = bpy.data.materials[\"LogMat\"]\nMAT_PLANK = bpy.data.materials[\"PlankMat\"]\nMAT_DARK = bpy.data.materials[\"DarkWood\"]\nMAT_TRIM = bpy.data.materials[\"TrimWood\"]\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None:\n col = bpy.data.collections.new(cnam…)
33:35<<{ "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 56\n bpy.ops.mesh.primitive_cylinder_add(vertices=10, radius=0.085, depth=tops_:=DECK_TOP-0.05-bt,\n …
34:00>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\n\nrandom.seed(7)\nMAT_LOG = bpy.data.materials[\"LogMat\"]\nMAT_PLANK = bpy.data.materials[\"PlankMat\"]\nMAT_DARK = bpy.data.materials[\"DarkWood\"]\n\ndef link_to(obj, cname):\n col = bpy.data.collections.get(cname)\n if col is None:\n col = bpy.data.collections.new(cname); scene.collection.children.link(col)\n f…)
34:02<<{ "status": "ok", "result": { "dock_far_end": [ -2.65, -0.1 ], "boat": [ -0.8, 0.54 ] } }
35:50ai>Dock and boat are placed. Now building the trees — procedural pines and broadleafs — placed at analytically sampled terrain heights:
35:50>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom mathutils import noise as bnoise\n\nrandom.seed(42)\nscene = bpy.context.scene\nCX = 6.8\nZW = -0.18\n\n# ---- replicate terrain height field for placement ----\ndef sm(a,b,x):\n if abs(a-b) < 1e-9: return 0.0\n t = min(max((x-a)/(b-a),0.0),1.0); return t*t*(3-2*t)\nC = Vector((-7.5,3.0)); R = 10.4\ndef reff(a): return R*(…)
35:54<<{ "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 208, in <module>\n File \"<string>\", line 185, in place_tree\n File \"<string>\", line 144, in make_broadleaf\nTypeError: Converting py…
36:35>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom mathutils import noise as bnoise\n\n# remove trees/bushes made so far to avoid duplicates\nfor ob in list(bpy.data.objects):\n if any(c.name in (\"Trees\",\"Props\") for c in ob.users_collection):\n bpy.data.objects.remove(ob, do_unlink=True)\n\nrandom.seed(42)\nscene = bpy.context.scene\nCX = 6.8\nZW = -0.18\n\ndef sm…)
36:39<<{ "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 182, in <module>\n File \"<string>\", line 161, in place_tree\n File \"<string>\", line 121, in make_broadleaf\nTypeError: Converting py…
37:19>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom mathutils import noise as bnoise\n\nfor ob in list(bpy.data.objects):\n if any(c.name in (\"Trees\",\"Props\") for c in ob.users_collection):\n bpy.data.objects.remove(ob, do_unlink=True)\n\nrandom.seed(42)\nscene=bpy.context.scene; CX=6.8; ZW=-0.18\n\ndef sm(a,b,x):\n if abs(a-b)<1e-9: return 0.0\n t=min(max((x-…)
37:21<<{ "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 31\n abx,aby=bx-ax,by-ay; apx=x-(ax if True else 0),apy=y-ay; L2=L*L\n ^^^^^^^^^^^^^^^^^^^^^^^^^\nSyntaxError: …
37:57>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom mathutils import noise as bnoise\n\nfor ob in list(bpy.data.objects):\n if any(c.name in (\"Trees\",\"Props\") for c in ob.users_collection):\n bpy.data.objects.remove(ob, do_unlink=True)\n\nrandom.seed(42)\nscene=bpy.context.scene; CX=6.8; ZW=-0.18\n\ndef sm(a,b,x):\n if abs(a-b)<1e-9: return 0.0\n t=min(max((x-…)
38:02<<{ "status": "ok", "result": { "trees": { "PineNW1": true, "PineNW2": false, "PineNW3": true, "PineN4": false, "PineE1": true, "PineE2": true, "PineE3": true, "PineSE": false, "OakW": false, "MapleSW": false, "BirchN": true, "ElmNW": true }, "bushes": 5 } }
39:25ai>Good progress — 8 of 12 trees placed. Adding a second pass to fill gaps, plus shoreline reeds, lily pads, and scattered rocks:
39:25>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom mathutils import noise as bnoise\n\nrandom.seed(77)\nscene=bpy.context.scene; CX=6.8; ZW=-0.18\n\ndef sm(a,b,x):\n if abs(a-b)<1e-9: return 0.0\n t=min(max((x-a)/(b-a),0.0),1.0); return t*t*(3-2*t)\nC=Vector((-7.5,3.0)); R=10.4\ndef reff(a): return R*(1.0+0.16*math.cos(3*a+math.pi)+0.09*math.sin(2*a))\ndef fbm(x,y,s=0.0):\…)
39:31<<{ "status": "ok", "result": { "trees2": { "PineSW5": false, "PineS6": true, "OakS": false, "PineW7": false, "MapleCabinN": false, "PineNE8": true }, "rocks": 8, "reeds": 4, "lilies": 2 } }
39:31--status: budget_exhausted
>
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Votes cast on this bench: 000482 · 157 runs · 25 contestants
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