SYSTEM PROMPTthe control — every model on this task got these instructions
PROMPTblender-bench v7HARNESSraw-v2
SHOW FULL PROMPT · 2016 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 only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.
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 final published capture 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. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. 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.
## Harness Instructions
You are operating Blender through the provided tools. 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. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. 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. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.
--TASK camp-lantern: ## Task
Complete the following Blender task:
<task>
A classic camping lantern as a single hero prop: a metal frame with a carry handle, a
glass enclosure around a warm glowing core, standing on simple ground.
The floor is a recognizable lantern that glows. The ceiling is what the light does:
warm light passing through the glass, a soft pool of illumination on the ground,
believable metal and g… 10:23>>execute_blender_code({"code":"import bpy\nimport math\n\n# Clear existing objects\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete()\n\n# Create the main body (cylinder)\nbpy.ops.mesh.primitive_cylinder_add(radius=0.4, depth=0.8, location=(0, 0, 0.4))\nbody = bpy.context.active_object\nbody.name = \"Lantern_Body\"\n\n# Create the glass enclosure (slightly smaller cylinder)\nbpy.ops.mesh.primitive_cyl…)
10:23<<Code executed successfully:
11:07>>execute_blender_code({"code":"import bpy\nimport math\n\n# Adjust the glass material for better Cycles transparency\nglass_mat = bpy.data.materials.get(\"Glass\")\nif glass_mat:\n nodes = glass_mat.node_tree.nodes\n bsdf = nodes.get(\"Principled BSDF\")\n bsdf.inputs['Transmission'].default_value = 1.0\n bsdf.inputs['Roughness'].default_value = 0.05\n bsdf.inputs['IOR'].default_value = 1.5\n\n# Make the…)
11:07<<Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Transmission" not found'
11:52>>execute_blender_code({"code":"import bpy\nimport math\n\n# Fix the glass material properly for Blender 4.0+\nglass_mat = bpy.data.materials.get(\"Glass\")\nif glass_mat:\n nodes = glass_mat.node_tree.nodes\n bsdf = nodes.get(\"Principled BSDF\")\n # In Blender 4.0+, Transmission is now inside a subgroup or renamed\n # Let's check the inputs and set them dynamically\n for input in bsdf.inputs:\n i…)
11:52<<Code executed successfully:
12:03>>get_viewport_screenshot({"user_prompt":"A classic camping lantern as a single hero prop: a metal frame with a carry handle, a glass enclosure around a warm glowing core, standing on simple ground. The floor is a recognizable lantern that glows. The ceiling is what the light does: warm light passing through the glass, a soft pool of illumination on the ground, believable metal and glass materials, and a composition that p…)
12:04<<
12:04imgimage delivered — get_viewport_screenshot
12:07>>execute_blender_code({"code":"import bpy\nimport math\n\n# 1. Improve the Lantern's visual structure\n# We will replace the simple cylinders with a more refined frame.\n\n# Remove previous frame parts to rebuild cleanly\nobjs_to_remove = [\"Lantern_Body\", \"Lantern_Base\", \"Lantern_Top\", \"Lantern_Glass\", \"Lantern_Handle\", \"Lantern_Core\"]\nfor name in objs_to_remove:\n obj = bpy.data.objects.get(name)\n …)
12:07<<Error executing code: Communication error with Blender: Code execution error: 'module' object has no attribute 'Vector'
12:31>>execute_blender_code({"code":"import bpy\nimport math\nfrom mathutils import Vector\n\n# 1. Refine the Lantern structure again (correcting previous errors)\n# Remove previous objects to rebuild cleanly\nobjs_to_remove = [\"Lantern_Body\", \"Lantern_Base\", \"Lantern_Top\", \"Lantern_Glass\", \"Lantern_Handle\", \"Lantern_Core\"]\nfor name in objs_to_remove:\n obj = bpy.data.objects.get(name)\n if obj:\n b…)
12:31<<Code executed successfully:
12:33>>get_viewport_screenshot({"user_prompt":"A classic camping lantern as a single hero prop: a metal frame with a carry handle, a glass enclosure around a warm glowing core, standing on simple ground. The floor is a recognizable lantern that glows. The ceiling is what the light does: warm light passing through the glass, a soft pool of illumination on the ground, believable metal and glass materials, and a composition that p…)
12:34<<
12:34imgimage delivered — get_viewport_screenshot
12:44>>execute_blender_code({"code":"import bpy\n\n# Final lighting polish for the product shot\n# Adding a soft area light from above and side to highlight the metal rim and glass\nbpy.ops.object.light_add(type='AREA', location=(1, -1, 2))\ntop_light = bpy.context.active_object\ntop_light.data.energy = 50\ntop_light.data.size = 2\ntop_light.rotation_euler = (0.785, 0, 0.785) # 45 degrees\n\n# Ensure we have a high-quality l…)
12:44<<Code executed successfully: Scene polished for final render.
12:53ai>DONE
12:53--status: ok · DONE declared
>