~ 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 — plaster-bust User Persp
LOADING 3D VIEW
$0.04Cost
610sDuration
20Tool calls
21Turns
Blender 5.1.0MCP 1.0.02026-07-31
Tokens: 517438/41168Vision: Votes W-L-T: 6-0-1reasoning: effort maxDONE ✓
B-BENCH — TRANSCRIPT OpenAI / GPT 5.6 Luna / thinking:max · r1 · 2026-07-31
RUN LOG — plaster-bust · 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 plaster-bust: ## Task Complete the following Blender task: <task> A classical head bust in the Greco-Roman tradition — the kind of plaster cast after the antique that sits in every drawing atelier — presented alone on a pedestal under studio light. This is a pure sculpting test: no costume, no scene, no story to hide behind. The face is the whole assignment. The head. An idealized classical head in the mann…
16:05>>execute_blender_code({"code":"import bpy, sys, os, math\nprint('Blender', bpy.app.version_string)\nprint('objects', len(bpy.data.objects))\nprint('filepath', bpy.data.filepath)\nresult={'version':bpy.app.version_string,'objects':len(bpy.data.objects),'filepath':bpy.data.filepath}\n"})
16:06<<{ "status": "ok", "result": { "version": "5.1.0", "objects": 0, "filepath": "" }, "stdout": "Blender 5.1.0\nobjects 0\nfilepath \n" }
19:32>>execute_blender_code({"code":"import bpy, math, os, random\nfrom mathutils import Vector\nfrom math import sin, cos, pi\n\n# -----------------------------------------------------------------------------\n# Classical atelier bust: clean scene build\n# -----------------------------------------------------------------------------\nrandom.seed(21)\n\n# Clear default scene completely\nbpy.ops.object.select_all(action='SELE…)
19:41<<{ "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 463, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"BLENDER_EEVEE_NEXT\" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', …
19:48>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nprint('state objects',len(bpy.data.objects),'cams',len(bpy.data.cameras),'lights',len(bpy.data.lights))\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'; scene.render.film_transparent=False\nscene.render.filepath='/tm…)
19:49<<{ "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>\nRuntimeError: Error: Cannot open file <repo>\\apps\\console\\tmp\\classical_head_bust.blend@ for writing: No such file or…
19:58>>execute_blender_code({"code":"import bpy, os\nprint('cwd',os.getcwd())\nprint('filepath',bpy.data.filepath)\nfor p in ['<repo>/classical_head_bust.blend','<repo>/apps/console/classical_head_bust.blend','//classical_head_bust.blend']:\n try:\n bpy.ops.wm.save_as_mainfile(filepath=p)\n print('saved',p,'actual',bpy.data.filepath)\n break\n except Exception as e: print('fail',p,repr(e))\nresult=…)
19:59<<{ "status": "ok", "result": { "filepath": "<repo>\\classical_head_bust.blend", "cwd": "<repo>\\apps\\console", "objects": 90 }, "stdout": "cwd <repo>\\apps\\console\nfilepath \nInfo: Saved as \"classical_head_bust.blend\"\nsaved <repo>/classical_head_bust.blend actual <repo>\\classical_head_bust.blend\n" }
20:06>>execute_blender_code({"code":"import bpy, os\nscene=bpy.context.scene\nprint('engine',scene.render.engine,'cam',scene.camera.name if scene.camera else None,'res',scene.render.resolution_x,scene.render.resolution_y)\nscene.render.engine='BLENDER_EEVEE'\nscene.render.resolution_x=640; scene.render.resolution_y=640; scene.render.resolution_percentage=100\nscene.render.filepath='<repo>/classical_bust_preview.png'\nscene.r…)
20:13<<{ "status": "ok", "result": { "filepath": "<repo>\\classical_head_bust.blend", "render": "<repo>/classical_bust_preview.png", "engine": "BLENDER_EEVEE" }, "stdout": "engine BLENDER_EEVEE cam Catalogue camera • 3/4 eye level res 640 640\nInfo: Saved as \"classical_head_bust.blend\"\nrendered\n" }
20:16>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
20:16<<Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D
20:18>>get_screenshot_of_window_as_image({"size_limit_in_bytes":2000000})
20:18<<
20:18imgimage delivered — get_screenshot_of_window_as_image
20:26>>execute_blender_code({"code":"import bpy\n# Switch main viewport to image editor so the validation render is visible.\nfor a in bpy.context.screen.areas:\n if a.type=='VIEW_3D':\n a.type='IMAGE_EDITOR'\n a.spaces.active.image=bpy.data.images.get('Render Result')\n print('set image editor')\n break\nresult={'areas':[(a.type,a.width,a.height) for a in bpy.context.screen.areas]}\n"})
20:27<<{ "status": "ok", "result": { "areas": [ [ "PROPERTIES", 679, 1611 ], [ "OUTLINER", 679, 364 ], [ "DOPESHEET_EDITOR", 3150, 143 ], [ "IMAGE_EDITOR", 3150, 1832 ] ] }, "stdout": "set image editor\n" }
20:30>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
20:31<<
20:31imgimage delivered — get_screenshot_of_area_as_image
20:39>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\n# Improve presentation framing: use a longer lens from a closer camera, keep bust large and pedestal readable.\ncam=bpy.data.objects.get('Catalogue camera • 3/4 eye level')\nprint('cam loc',cam.location[:], 'lens',cam.data.lens)\ncam.location=(6.0,-9.6,5.42)\ncam.data.lens=78\nfrom mathutils import Vector\ncam.rotation_euler=(Vector((0,-.10,5.15))-cam.…)
20:44<<{ "status": "ok", "result": { "engine": "CYCLES", "samples": 16, "render": "<repo>/classical_bust_cycles_preview.png", "blend": "<repo>\\classical_head_bust.blend" }, "stdout": "cam loc (6.650000095367432, -10.5, 5.599999904632568) lens 66.0\nInfo: Saved as \"classical_head_bust.blend\"\nsaved cycles\ncycles done\n" }
20:48>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
20:49<<
20:49imgimage delivered — get_screenshot_of_area_as_image
21:38>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\nscene=bpy.context.scene\n# Composition: include the dressy plinth while keeping the head dominant.\ncam=bpy.data.objects.get('Catalogue camera • 3/4 eye level')\ncam.location=(7.45,-12.5,5.72)\ncam.data.lens=72\ncam.rotation_euler=(Vector((0,-.10,4.82))-cam.location).to_track_quat('-Z','Y').to_euler()\n# Ensure no accidental cropping of the …)
21:45<<{ "status": "ok", "result": { "blend": "<repo>\\classical_head_bust.blend", "render": "<repo>/classical_bust_cycles_preview2.png", "camera": [ 7.45, -12.5, 5.72 ], "engine": "CYCLES" }, "stdout": "Info: Saved as \"classical_head_bust.blend\"\nrefined and rendered <repo>\\classical_head_bust.blend\n" }
21:49>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
21:50<<
21:50imgimage delivered — get_screenshot_of_area_as_image
22:01>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\n# camera target slightly below the chin and closer framing while preserving socle rim\ncam=bpy.data.objects.get('Catalogue camera • 3/4 eye level')\nfrom mathutils import Vector\ncam.location=(6.55,-11.2,5.62)\ncam.data.lens=82\ncam.rotation_euler=(Vector((0,-.12,5.02))-cam.location).to_track_quat('-Z','Y').to_euler()\n# Better studio floor/backdrop co…)
22:08<<{ "status": "ok", "result": { "render": "<repo>/classical_bust_cycles_finalpreview.png", "objects": 91, "lights": 6, "blend": "<repo>\\classical_head_bust.blend" }, "stdout": "Info: Saved as \"classical_head_bust.blend\"\nfinal preview done (6.55, -11.2, 5.62)\n" }
22:13>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":2000000})
22:14<<
22:14imgimage delivered — get_screenshot_of_area_as_image
22:24>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\n# Store high-quality benchmark intent in the scene; do not actually spend 64 samples here.\nscene.render.engine='CYCLES'\nscene.cycles.samples=64\nscene.cycles.use_denoising=True\nscene.render.resolution_x=1536; scene.render.resolution_y=1536; scene.render.resolution_percentage=100\nscene.render.image_settings.file_format='PNG'\nscene.render.filepath='…)
22:24<<{ "status": "ok", "result": { "filepath": "<repo>\\classical_head_bust.blend", "engine": "CYCLES", "samples": 64, "resolution": [ 1536, 1536 ], "camera": "Catalogue camera • 3/4 eye level", "objects": 91, "collections": 6 }, "stdout": "Info: Saved as \"classical_head_bust.blend\"\nFINAL SAVED <repo>\\classical_head_bust.blend engine CYCLES sample…
22:43>>execute_blender_code({"code":"import bpy\nfrom collections import Counter\nprint('types',Counter(o.type for o in bpy.data.objects))\nprint('collections',[(c.name,len(c.objects)) for c in bpy.data.collections])\nprint('cameras',[(o.name,o.type) for o in bpy.data.objects if o.type=='CAMERA'])\nprint('unlinked',[(o.name,o.type) for o in bpy.data.objects if not o.users_collection])\nresult={'types':dict(Counter(o.type for…)
22:44<<{ "status": "ok", "result": { "types": { "MESH": 85, "CAMERA": 1, "LIGHT": 5 }, "collections": [ [ "BUST • FORM", 8 ], [ "Collection", 0 ], [ "FACE • SCULPTED PLANES", 41 ], [ "HAIR • CLUMPED CURLS", 29 ], [ "PEDESTAL", 6 ], …
23:31>>execute_blender_code({"code":"import bpy\nfor o in bpy.data.objects:\n if 'Face •' in o.name or 'Ear •' in o.name or 'Nose' in o.name or 'Mouth' in o.name:\n print(o.name, o.type, tuple(round(v,3) for v in o.dimensions), tuple(round(v,3) for v in o.location))\nresult={'face_objs':[o.name for o in bpy.data.objects if 'Face •' in o.name]}\n"})
23:31<<{ "status": "ok", "result": { "face_objs": [ "Face • alar wing L", "Face • alar wing R", "Face • blank antique eye L", "Face • blank antique eye R", "Face • brow ridge L", "Face • brow ridge R", "Face • chiseled upper lip", "Face • columella underside", "Face • full lower lip", "Face • glabella plane", "Face • jaw plane L", …
23:37>>execute_blender_code({"code":"import bpy\n# Remove now-unused empty default collection, preserving authored collections.\ncol=bpy.data.collections.get('Collection')\nif col and len(col.objects)==0 and len(col.children)==0:\n bpy.data.collections.remove(col)\n# Save final cleanup.\nbpy.ops.wm.save_as_mainfile(filepath='<repo>/classical_head_bust.blend')\nprint('collections', [c.name for c in bpy.data.collections])\n…)
23:59<<Error executing tool execute_blender_code: Blender connection timed out at localhost:9876
24:06>>get_blendfile_summary_path_info({})
24:07<<{ "status": "ok", "result": { "status": "ok", "filepath": "<repo>\\classical_head_bust.blend", "is_saved": true, "is_dirty": false, "age_seconds": 102.6, "file_size_bytes": 1134369, "backups": [ { "path": "<repo>\\classical_head_bust.blend1", "age_seconds": 125.4, "size_bytes": 1133747 } ] } }
24:13ai>DONE
24:13--status: ok · DONE declared
>
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Votes cast on this bench: 000482 · 157 runs · 25 contestants
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