--TASK red-ball: ## Task
Complete the following Blender task:
<task>
A red sphere of 1 meter diameter resting on a white ground plane — touching it
exactly, neither floating nor sunk. Smooth shading, a plain red material on the
ball, plain white on the floor.
The floor is the sphere, the color, and the contact. The ceiling is presentation:
a soft believable shadow under the ball, a hint of glossiness that catc… 51:36>>get_scene_info({"user_prompt":"A red sphere of 1 meter diameter resting on a white ground plane"})
51:36<<{
"name": "Scene",
"object_count": 0,
"objects": [],
"materials_count": 2
}
51:44>>execute_blender_code({"code":"# Clear the scene\nimport bpy\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\n# Add a ground plane\nbpy.ops.mesh.primitive_plane_add(size=10, location=(0, 0, 0))\nground = bpy.context.active_object\nground.name = \"Ground\"\n\n# Add a sphere - radius 0.5m, positioned so it touches the ground at z=0\n# Center of sphere at z=0.5 so bottom touches z=0\…)
51:44<<Code executed successfully: Created sphere and ground plane
51:52>>execute_blender_code({"code":"import bpy\n\n# Get objects\nsphere = bpy.data.objects[\"RedBall_Sphere\"]\nground = bpy.data.objects[\"Ground\"]\n\n# Apply smooth shading to sphere\nbpy.context.view_layer.objects.active = sphere\nbpy.ops.object.shade_smooth()\n\n# Also smooth the ground (it's flat so doesn't matter, but for consistency)\nbpy.context.view_layer.objects.active = ground\nbpy.ops.object.shade_smooth()\n\n#…)
51:52<<Error executing code: Communication error with Blender: Code execution error: 'bpy_prop_collection[key]: key "Specular" not found'
52:00>>execute_blender_code({"code":"import bpy\n\n# Get objects\nsphere = bpy.data.objects[\"RedBall_Sphere\"]\nground = bpy.data.objects[\"Ground\"]\n\n# Apply smooth shading to sphere\nbpy.context.view_layer.objects.active = sphere\nbpy.ops.object.shade_smooth()\n\n# Create red material for sphere\nred_mat = bpy.data.materials.new(name=\"Red_Material\")\nred_mat.use_nodes = True\nnodes = red_mat.node_tree.nodes\nlinks = r…)
52:00<<Code executed successfully: Materials created and assigned
52:04>>get_polyhaven_status({})
52:04<<PolyHaven integration is currently disabled. To enable it:
1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
2. Check the 'Use assets from Poly Haven' checkbox
3. Restart the connection to Claude
52:09>>execute_blender_code({"code":"import bpy\n\n# Set up world background to dark/neutral\nworld = bpy.data.worlds['World']\nworld.use_nodes = True\nnodes = world.node_tree.nodes\nlinks = world.node_tree.links\n\n# Clear world nodes\nfor node in nodes:\n nodes.remove(node)\n\n# Add a simple background color node\nbg = nodes.new(type='ShaderNodeBackground')\nbg.location = (0, 0)\nbg.inputs['Color'].default_value = (0.1,…)
52:09<<Code executed successfully: World background set to dark gray
52:17>>execute_blender_code({"code":"import bpy\n\n# Set render engine to Cycles for better shadows and reflections\nbpy.context.scene.render.engine = 'CYCLES'\nbpy.context.scene.cycles.samples = 128\n\n# Enable shadow catcher? No, we just need lights to cast shadows naturally.\n\n# Delete default lights if any\nfor obj in bpy.data.objects:\n if obj.type == 'LIGHT':\n bpy.data.objects.remove(obj)\n\n# Add key light…)
52:17<<Code executed successfully: Lights added
52:21>>execute_blender_code({"code":"import bpy\nimport math\n\n# Delete any existing cameras\nfor obj in bpy.data.objects:\n if obj.type == 'CAMERA':\n bpy.data.objects.remove(obj)\n\n# Add a camera\nbpy.ops.object.camera_add(location=(3, -3, 2))\ncam = bpy.context.active_object\ncam.name = \"Camera\"\n\n# Point camera at the sphere (origin at 0,0,0.5)\ncam.rotation_euler = (math.radians(60), 0, math.radians(45))\…)
52:21<<Code executed successfully: Camera set up
52:27--status: budget_exhausted
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