~ 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 — corgi-beach-ball User Persp
LOADING 3D VIEW
$0.45Cost
196sDuration
10Tool calls
11Turns
Blender 5.1.0MCP 1.22026-07-15
Tokens: 104369/8422Vision: Votes W-L-T: 9-0-0DONE ✓
B-BENCH — TRANSCRIPT OpenAI / GPT 5.6 Sol · r1 · 2026-07-15
RUN LOG — corgi-beach-ball · OpenAI / GPT 5.6 Sol · r1 · ok
SYSTEM PROMPTthe control — every model on this task got these instructions
PROMPTblender-bench v8HARNESSraw-v2
SHOW FULL PROMPT · 2722 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. 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 corgi-beach-ball: ## Task Complete the following Blender task: <task> A Pembroke Welsh Corgi launching through the air toward a beach ball, frozen at the funniest possible instant before impact. This is a posed action still, not an animation — one carefully chosen split second in which the dog, ball, sand, and loose beach objects are all caught in motion. The dog. Corgi anatomy is non-negotiable and is most of …
12:52>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\n# clear\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor d in (bpy.data.materials, bpy.data.curves, bpy.data.meshes, bpy.data.cameras, bpy.data.lights):\n pass\n# materials\ndef mat(name, color, rough=0.5, metallic=0.0, transmission=0.0):\n m=bpy.data.materials.new(name); m.diffuse_color…)
12:52<<Code executed successfully: setup done
13:27>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\n# dog core, tilted forward 8 degrees\nbody=ell('Long low airborne torso',(0,0,2.25),(2.05,.72,.78),TAN,(0,-0.12,0))\n# white chest bib as overlapping organic volume\nell('Fluffy white chest',(1.25,-.08,2.30),(.72,.70,.82),WHITE,(0,-.18,0))\n# large rump\nell('Signature round corgi haunches',(-1.42,.02,2.20),(1.02,.82,.93),TAN,(0,-.12…)
13:27<<Error executing code: Communication error with Blender: Code execution error: name 'ell' is not defined
13:42>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nD={m.name:m for m in bpy.data.materials}; TAN=D['Corgi tan-red']; TAN2=D['Corgi warm highlights']; WHITE=D['Cream white fur']; DARK=D['Dark eye and nose']; PINK=D['Tongue']; MOUTH=D['Mouth interior']; BALLWHITE=D['Ball white cap']\ndef ell(n,l,s,m,r=(0,0,0)):\n bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=20, location=l); o=b…)
13:42<<Code executed successfully: dog done
14:03>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nD={m.name:m for m in bpy.data.materials}; SAND=D['Warm beach sand']; SH=D['Sunlit sand grains']; BLUE=D['Ball blue']; RED=D['Ball red']; YELLOW=D['Ball yellow']; BW=D['Ball white cap']; CYAN=D['Towel cyan']; CORAL=D['Towel coral']; BUCKET=D['Bucket turquoise']; SEA=D['Sea']; DARK=D['Dark eye and nose']\ndef ell(n,l,s,m,r=(0,0,0),seg=…)
14:04<<Code executed successfully: environment details done
14:18>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nD={m.name:m for m in bpy.data.materials}; SEA=D['Sea']\n# sea horizon plane strip behind subject y positive\nbpy.ops.mesh.primitive_cube_add(location=(0,7,.25),scale=(12,2,.25));sea=bpy.context.object;sea.name='Soft blue sea horizon';sea.data.materials.append(SEA);be=sea.modifiers.new('Soft horizon','BEVEL');be.width=.3;be.segments=4\n# worl…)
14:18<<Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "BLENDER_EEVEE_NEXT" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'CYCLES')
14:26>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nD=bpy.data.materials\n# add sea if absent\nif 'Soft blue sea horizon' not in bpy.data.objects:\n bpy.ops.mesh.primitive_cube_add(location=(0,7,.25),scale=(12,2,.25));sea=bpy.context.object;sea.name='Soft blue sea horizon';sea.data.materials.append(D['Sea']);be=sea.modifiers.new('Soft horizon','BEVEL');be.width=.3;be.segments=4\nw=bpy.context…)
14:26<<Error executing code: Communication error with Blender: Code execution error: 'SceneEEVEE' object has no attribute 'use_gtao'
14:34>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nD=bpy.data.materials\ndef aim(o,pt):o.rotation_euler=(Vector(pt)-o.location).to_track_quat('-Z','Y').to_euler()\nif 'Soft blue sea horizon' not in bpy.data.objects:\n bpy.ops.mesh.primitive_cube_add(location=(0,7,.25),scale=(12,2,.25));o=bpy.context.object;o.name='Soft blue sea horizon';o.data.materials.append(D['Sea'])\nw=bpy.context.scene.…)
14:34<<Error executing code: Communication error with Blender: Code execution error: Error: Cannot open file <repo>\apps\console\tmp\corgi_beach_action.blend@ for writing: No such file or directory
14:39>>execute_blender_code({"code":"import bpy, os\nsc=bpy.context.scene\n# save to current default benchmark path\ntry: bpy.ops.wm.save_as_mainfile(filepath=os.path.abspath('//corgi_beach_action.blend'))\nexcept: bpy.ops.wm.save_as_mainfile(filepath='C:/tmp/corgi_beach_action.blend')\nsc.render.filepath=os.path.abspath('//corgi_preview.png')\nbpy.ops.render.render(write_still=True)\nprint('saved',bpy.data.filepath,sc.rende…)
14:40<<Error executing code: Communication error with Blender: Code execution error: Error: Render error (No such file or directory) cannot save: '\\corgi_preview.png'
14:43>>execute_blender_code({"code":"import bpy, os\nprint('filepath',bpy.data.filepath)\n# Save using working directory known existing\npath='<repo>\\\\apps\\\\console\\\\corgi_beach_action.blend'\nbpy.ops.wm.save_as_mainfile(filepath=path)\nbpy.context.scene.render.filepath='<repo>\\\\apps\\\\console\\\\corgi_preview.png'\nbpy.ops.render.render(write_still=True)\nprint('success')","user_prompt":"Create the airborne corgi b…)
14:44<<Code executed successfully: filepath C:\tmp\corgi_beach_action.blend Info: Saved as "corgi_beach_action.blend" success
14:46>>get_viewport_screenshot({"max_size":800,"user_prompt":"Create the airborne corgi beach action still"})
14:47<<
14:47imgimage delivered — get_viewport_screenshot
14:55ai>DONE
14:55--status: ok · DONE declared
>
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Votes cast on this bench: 000482 · 157 runs · 25 contestants
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