~ 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
camera + framing set up by the AI contestant
3D Viewport — camp-lantern User Persp
LOADING 3D VIEW
$0.03Cost
367sDuration
27Tool calls
28Turns
Blender 5.1.0MCP 1.0.02026-07-31
Tokens: 770517/28474Vision: Votes W-L-T: 0-0-0reasoning: effort maxDONE ✓
B-BENCH — TRANSCRIPT OpenAI / GPT 5.6 Luna / thinking:max · r1 · 2026-07-31
RUN LOG — camp-lantern · OpenAI / GPT 5.6 Luna / 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 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
>
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Votes cast on this bench: 000482 · 157 runs · 25 contestants
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