--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… 38:17>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nfrom math import sin, cos, pi\n\n# ---------- Reset ----------\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor datablocks in (bpy.data.meshes, bpy.data.curves, bpy.data.materials, bpy.data.cameras, bpy.data.lights):\n # Keep datablocks cleanup lightweight; remove unused generated data from the emp…)
38:28<<{
"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 352, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"BLENDER_EEVEE_NEXT\" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', …
38:41>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\nscene=bpy.context.scene\n# Complete the setup after the version-specific Eevee enum issue.\nscene.render.engine='BLENDER_EEVEE'\nscene.render.resolution_x=720\nscene.render.resolution_y=720\nscene.render.resolution_percentage=100\nscene.render.image_settings.file_format='PNG'\nscene.render.image_settings.color_mode='RGBA'\nscene.render.film_transp…)
38:42<<{
"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 21, in <module>\nAttributeError: 'Scene' object has no attribute 'node_tree'\n"
}
38:45>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nresult={'version':bpy.app.version_string,'scene':scene.name,'has_use_nodes':hasattr(scene,'use_nodes'),'has_node_tree':hasattr(scene,'node_tree'),'objects':len(bpy.data.objects),'collections':[(c.name,len(c.objects)) for c in bpy.data.collections],'engine':scene.render.engine}"})
38:45<<{
"status": "ok",
"result": {
"version": "5.1.0",
"scene": "Scene",
"has_use_nodes": true,
"has_node_tree": false,
"objects": 91,
"collections": [
[
"Environment",
2
],
[
"Lantern_Details",
47
],
[
"Lantern_Hero",
35
],
[
"Lighting",
7
]
],
"engine": "…
38:50>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nresult={'scene_attrs':[a for a in dir(scene) if 'node' in a.lower() or 'comp' in a.lower()][:100], 'world_nodes':hasattr(scene.world,'node_tree') if scene.world else False, 'world':scene.world.name if scene.world else None, 'cam':scene.camera.name if scene.camera else None, 'lights':[(o.name,o.type,tuple(round(x,2) for x in o.location)) for o in bpy.da…)
38:50<<{
"status": "ok",
"result": {
"scene_attrs": [
"compositing_node_group",
"use_nodes"
],
"world_nodes": true,
"world": "World",
"cam": "Hero camera",
"lights": [
[
"Blue rim softbox",
"LIGHT",
[
4.5,
3.0,
5.8
]
],
[
"Cool left softbox",
"LIGHT",
[
…
38:54>>get_python_api_docs({"identifier":"bpy.types.Scene.compositing_node_group"})
38:54<<{
"kind": "partial",
"found": false,
"identifier": "bpy.types.Scene.compositing_node_group",
"parent": "bpy.types.Scene",
"available": [
"Scene"
],
"submodules": []
}
38:56>>get_python_api_docs({"identifier":"bpy.types.Scene.use_nodes"})
38:56<<{
"kind": "partial",
"found": false,
"identifier": "bpy.types.Scene.use_nodes",
"parent": "bpy.types.Scene",
"available": [
"Scene"
],
"submodules": []
}
38:58>>get_python_api_docs({"identifier":"bpy.types.Scene"})
38:58<<{
"kind": "exact",
"found": true,
"identifier": "bpy.types.Scene",
"content": "Scene(ID)\n=========\n\n.. currentmodule:: bpy.types\n\nbase classes --- :class:`bpy_struct`, :class:`ID`\n\n.. class:: Scene(ID)\n\n Scene data-block, consisting in objects and defining time and render related settings\n\n .. attribute:: active_clip\n\n Active Movie Clip that can be used by motion trac…
39:03>>get_python_api_docs({"identifier":"bpy.types.RenderSettings.use_compositing"})
39:03<<{
"kind": "partial",
"found": false,
"identifier": "bpy.types.RenderSettings.use_compositing",
"parent": "bpy.types.RenderSettings",
"available": [
"RenderSettings"
],
"submodules": []
}
39:05>>get_python_api_docs({"identifier":"bpy.types.Scene.compositing_node_group"})
39:05<<{
"kind": "partial",
"found": false,
"identifier": "bpy.types.Scene.compositing_node_group",
"parent": "bpy.types.Scene",
"available": [
"Scene"
],
"submodules": []
}
39:08>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nprint('comp',scene.compositing_node_group, type(scene.compositing_node_group), dir(scene.compositing_node_group)[:20] if scene.compositing_node_group else None)\nprint('render attrs', [a for a in dir(scene.render) if 'composit' in a.lower()])\nprint('node groups',[(n.name,n.bl_idname) for n in bpy.data.node_groups])\nresult={'comp':bool(scene.compositi…)
39:08<<{
"status": "ok",
"result": {
"comp": false,
"render_comp": [
"compositor_denoise_device",
"compositor_denoise_final_quality",
"compositor_denoise_preview_quality",
"compositor_device",
"compositor_precision",
"use_compositing"
]
},
"stdout": "comp None <class 'NoneType'> None\nrender attrs ['compositor_denoise_device', 'compositor_denoise_fi…
39:18>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\n# Build the compositor using the Blender 5 compositor node-tree API.\ntry:\n comp_tree=bpy.data.node_groups.get('Lantern Compositor') or bpy.data.node_groups.new('Lantern Compositor','CompositorNodeTree')\n comp_tree.nodes.clear()\n rl=comp_tree.nodes.new('CompositorNodeRLayers'); rl.location=(-300,0)\n gl=comp_tree.nodes.new('CompositorNod…)
39:20<<{
"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 51, in <module>\nRuntimeError: Error: Cannot open file <repo>\\apps\\console\\tmp\\camping_lantern.blend@ for writing: No such file or dir…
39:30>>execute_blender_code({"code":"import bpy, os\nscene=bpy.context.scene\nresult={'cwd':os.getcwd(),'filepath':bpy.data.filepath,'objects':len(bpy.data.objects),'engine':scene.render.engine,'res':(scene.render.resolution_x,scene.render.resolution_y),'comp':bool(scene.compositing_node_group),'use_comp':scene.render.use_compositing,'camera':scene.camera.name if scene.camera else None,'preview_exists':os.path.exists(os.path…)
39:30<<{
"status": "ok",
"result": {
"cwd": "<repo>\\apps\\console",
"filepath": "",
"objects": 91,
"engine": "CYCLES",
"res": [
1536,
1536
],
"comp": false,
"use_comp": false,
"camera": "Hero camera",
"preview_exists": false
}
}
39:36>>execute_blender_code({"code":"import bpy, os\nscene=bpy.context.scene\nresult={'nodes':[(ng.name,ng.bl_idname,len(ng.nodes),len(ng.links)) for ng in bpy.data.node_groups], 'comp_prop':scene.compositing_node_group.name if scene.compositing_node_group else None, 'render_comp':scene.render.use_compositing, 'mats':[(m.name,m.use_nodes) for m in bpy.data.materials], 'objs':[(o.name,o.type,o.hide_render) for o in bpy.data.o…)
39:36<<{
"status": "ok",
"result": {
"nodes": [
[
"Lantern Compositor",
"CompositorNodeTree",
2,
0
]
],
"comp_prop": null,
"render_comp": false,
"mats": [
[
"Aged warm brass trim",
true
],
[
"Amber mantle glow",
true
],
[
"Brass highlight edges",
true
],
…
39:49>>execute_blender_code({"code":"import bpy, os\nscene=bpy.context.scene\n# Configure a quick validation render using the installed engine enum.\nscene.render.engine='BLENDER_EEVEE'\nscene.render.resolution_x=640; scene.render.resolution_y=640; scene.render.resolution_percentage=100\nscene.render.image_settings.file_format='PNG'\nscene.render.filepath='<repo>/apps/console/camping_lantern_preview.png'\nscene.render.film_t…)
39:50<<{
"status": "ok",
"result": {
"filepath": "<repo>\\apps\\console\\camping_lantern.blend",
"preview_exists": true,
"objects": 91,
"engine": "CYCLES",
"render_size": [
1536,
1536
]
},
"stdout": "Info: Saved as \"camping_lantern.blend\"\n"
}
39:53>>get_screenshot_of_area_as_image({"area_ui_type":"VIEW_3D","size_limit_in_bytes":2000000})
39:54<<
39:54imgimage delivered — get_screenshot_of_area_as_image
39:59>>execute_blender_code({"code":"import bpy, os\n# Load the validation render into an image datablock for inspection in the Image Editor.\npath='<repo>/apps/console/camping_lantern_preview.png'\nimg=bpy.data.images.get('camping_lantern_preview.png') or bpy.data.images.load(path, check_existing=True)\n# Set a currently visible area to Image Editor, if a UI context is available.\nfor area in bpy.context.screen.areas:\n …)
39:59<<{
"status": "ok",
"result": {
"loaded": "camping_lantern_preview.png",
"size": [
640,
640
],
"path": "<repo>/apps/console/camping_lantern_preview.png"
}
}
40:02>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
40:02<<
40:02imgimage delivered — get_screenshot_of_area_as_image
40:25>>execute_blender_code({"code":"import bpy, os, time\nscene=bpy.context.scene\n# Render a small Cycles validation of the actual final engine and materials.\nold=(scene.render.engine,scene.render.resolution_x,scene.render.resolution_y,scene.render.resolution_percentage,scene.cycles.samples,scene.render.filepath)\nscene.render.engine='CYCLES'\nscene.render.resolution_x=384; scene.render.resolution_y=384; scene.render.reso…)
40:26<<{
"status": "ok",
"result": {
"elapsed": 1.6,
"exists": true,
"final_engine": "CYCLES",
"final_size": [
1536,
1536
],
"file": "<repo>\\apps\\console\\camping_lantern.blend"
},
"stdout": "Info: Saved as \"camping_lantern.blend\"\n"
}
40:33>>execute_blender_code({"code":"import bpy\npath='<repo>/apps/console/camping_lantern_cycles_test.png'\nimg=bpy.data.images.get('camping_lantern_cycles_test.png') or bpy.data.images.load(path,check_existing=True)\nfor area in bpy.context.screen.areas:\n if area.type=='IMAGE_EDITOR':\n area.spaces.active.image=img\n break\nresult={'image':img.name,'size':tuple(img.size)}"})
40:34<<{
"status": "ok",
"result": {
"image": "camping_lantern_cycles_test.png",
"size": [
384,
384
]
}
}
40:37>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
40:38<<
40:38imgimage delivered — get_screenshot_of_area_as_image
40:44>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\nscene=bpy.context.scene\n# Improve the product-shot read: move camera slightly closer and lower, and brighten only the controlled studio fill.\ncam=bpy.data.objects.get('Hero camera')\ncam.location=(5.65,-8.55,4.35)\ncam.data.lens=62\ncam.rotation_euler=(Vector((0,0,2.03))-cam.location).to_track_quat('-Z','Y').to_euler()\ncam.data.dof.focus_distan…)
40:46<<{
"status": "ok",
"result": {
"cam": [
5.65,
-8.55,
4.35
],
"saved": "<repo>\\apps\\console\\camping_lantern.blend",
"preview": "camping_lantern_preview2.png"
},
"stdout": "Info: Saved as \"camping_lantern.blend\"\nInfo: Saved as \"camping_lantern.blend\"\n"
}
40:51>>execute_blender_code({"code":"import bpy\npath='<repo>/apps/console/camping_lantern_preview2.png'\nimg=bpy.data.images.get('camping_lantern_preview2.png') or bpy.data.images.load(path,check_existing=True)\nfor area in bpy.context.screen.areas:\n if area.type=='IMAGE_EDITOR': area.spaces.active.image=img\nresult={'image':img.name,'size':tuple(img.size)}"})
40:51<<{
"status": "ok",
"result": {
"image": "camping_lantern_preview2.png",
"size": [
480,
480
]
}
}
40:54>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
40:55<<
40:55imgimage delivered — get_screenshot_of_area_as_image
41:04>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\n# Add the compositor nodes correctly for Blender 5.1 via compositing_node_group's interface.\ntry:\n tree=bpy.data.node_groups.get('Lantern Compositor')\n if tree:\n # create interface sockets if absent\n items=tree.interface.items_tree\n has_in=any(getattr(it,'name','')=='Image' and getattr(it,'in_out','')=='INPUT' for it in…)
41:04<<{
"status": "ok",
"result": {
"comp": "error AttributeError(\"'CompositorNodeGlare' object has no attribute 'glare_type'\")",
"group": null,
"nodes": [
[
"Group Input",
"NodeGroupInput"
],
[
"Group Output",
"NodeGroupOutput"
],
[
"Glare",
"CompositorNodeGlare"
]
],
"use": false,
"engine"…
41:18>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\ntree=bpy.data.node_groups.get('Lantern Compositor')\nresult={'glare_attrs':[a for a in dir(tree.nodes.get('Glare')) if not a.startswith('_')][:100], 'glare_type':tree.nodes.get('Glare').bl_idname if tree and tree.nodes.get('Glare') else None, 'socket_inputs':[s.name for s in tree.nodes.get('Glare').inputs] if tree and tree.nodes.get('Glare') else [], '…)
41:18<<{
"status": "ok",
"result": {
"glare_attrs": [
"bl_description",
"bl_height_default",
"bl_height_max",
"bl_height_min",
"bl_icon",
"bl_idname",
"bl_label",
"bl_rna",
"bl_static_type",
"bl_system_properties_get",
"bl_width_default",
"bl_width_max",
"bl_width_min",
"color",
"color_tag",
"debug_zon…
41:24>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\ntree=bpy.data.node_groups.get('Lantern Compositor')\n# Finish compositor setup using Blender 5.1 socket controls.\nif tree:\n tree.nodes.clear()\n gi=tree.nodes.new('NodeGroupInput'); gi.location=(-420,0)\n go=tree.nodes.new('NodeGroupOutput'); go.location=(300,0)\n gl=tree.nodes.new('CompositorNodeGlare'); gl.location=(-80,0)\n # Type i…)
41:25<<{
"status": "ok",
"result": {
"comp": true,
"use": true,
"nodes": [
[
"Group Input",
"NodeGroupInput"
],
[
"Group Output",
"NodeGroupOutput"
],
[
"Glare",
"CompositorNodeGlare"
]
],
"links": 2,
"engine": "CYCLES"
},
"stdout": "Info: Saved as \"camping_lantern.blend\"\n"
}
41:30>>execute_blender_code({"code":"import bpy, os\nscene=bpy.context.scene\n# Ensure the final scene remains saved and verify the key deliverable structure.\n# Set viewport back to 3D for an interactive inspection-friendly saved UI state.\nfor area in bpy.context.screen.areas:\n if area.type=='IMAGE_EDITOR':\n area.type='VIEW_3D'\n# select none, then hero object active for scene opening clarity\nfor o in bpy.cont…)
41:30<<{
"status": "ok",
"result": {
"file": "<repo>\\apps\\console\\camping_lantern.blend",
"engine": "CYCLES",
"samples": 64,
"use_compositing": true,
"camera": "Hero camera",
"collections": [
[
"Environment",
2
],
[
"Lantern_Details",
47
],
[
"Lantern_Hero",
35
],
[
"Lighting",…
41:35ai>DONE
41:35--status: ok · DONE declared
>