~ 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!
ARCHIVEDRetired from the leaderboard and voting — smoke-test scene — capability sanity check, not part of the benchmark · 2026-07-20. Preserved here for reference only.
Render Window — hero
hero render
camera + framing set up by the AI contestant
3D Viewport — red-ball User Persp
LOADING 3D VIEW
$0.02Cost
102sDuration
8Tool calls
9Turns
Blender 5.1.0MCP 1.22026-07-15
Tokens: 57391/4177Vision: Votes W-L-T: 0-0-0NO DONE
B-BENCH — TRANSCRIPT DeepSeek / Deepseek V4 Pro · r1 · 2026-07-15
RUN LOG — red-ball · DeepSeek / Deepseek V4 Pro · r1 · ok
SYSTEM PROMPTthe control — every model on this task got these instructions
PROMPTblender-bench v6HARNESSraw-v1
SHOW FULL PROMPT · 1104 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 only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

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.

## 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. When you are finished, reply with the single word DONE and no tool calls.
--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…
52:41>>get_scene_info({"user_prompt":"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."})
52:41<<{ "name": "Scene", "object_count": 0, "objects": [], "materials_count": 2 }
52:56>>execute_blender_code({"code":"import bpy\n\n# Clear any existing objects\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\n# Create red sphere: 1m diameter = 0.5m radius\nbpy.ops.mesh.primitive_uv_sphere_add(radius=0.5, location=(0, 0, 0.5))\nsphere = bpy.context.active_object\nsphere.name = \"RedSphere\"\n\n# Smooth shading\nbpy.ops.object.shade_smooth()\n\n# Create red material …)
52:56<<Code executed successfully: Sphere and ground plane created successfully.
53:08>>execute_blender_code({"code":"import bpy\nimport math\n\n# Set render engine to Cycles for better shadows\nbpy.context.scene.render.engine = 'CYCLES'\nbpy.context.scene.cycles.samples = 128\nbpy.context.scene.cycles.use_denoising = True\n\n# Set output resolution\nbpy.context.scene.render.resolution_x = 1920\nbpy.context.scene.render.resolution_y = 1080\nbpy.context.scene.render.resolution_percentage = 100\n\n# Set wo…)
53:08<<Code executed successfully: Cycles render engine set with world background.
53:15>>execute_blender_code({"code":"import bpy\n\n# Add camera\nbpy.ops.object.camera_add(location=(4, -3, 2.5))\ncamera = bpy.context.active_object\ncamera.name = \"PresentationCamera\"\n\n# Point camera at the sphere (sphere is at 0,0,0.5)\n# Look at a point slightly above the contact point\nimport mathutils\ndirection = mathutils.Vector((0, 0, 0.3)) - camera.location\ncamera.rotation_euler = direction.to_track_quat('-Z',…)
53:15<<Code executed successfully: Camera added and positioned.
53:21>>execute_blender_code({"code":"import bpy\n\n# Add key light (sun) for sharp-ish shadows\nbpy.ops.object.light_add(type='SUN', location=(5, -5, 8))\nsun = bpy.context.active_object\nsun.name = \"KeyLight\"\nsun.data.energy = 4.0\nsun.data.angle = 0.05 # Small angle for somewhat soft shadows\n# Point the sun at the sphere\nimport mathutils\ndirection = mathutils.Vector((0, 0, 0)) - sun.location\nsun.rotation_euler = di…)
53:21<<Code executed successfully: Key light (sun) added.
53:32>>execute_blender_code({"code":"import bpy\n\n# Verify sphere position\nsphere = bpy.data.objects.get(\"RedSphere\")\nif sphere:\n print(f\"Sphere location: {sphere.location}\")\n print(f\"Sphere radius: 0.5\")\n print(f\"Sphere bottom at z = {sphere.location.z - 0.5}\")\n\n# Verify plane\nplane = bpy.data.objects.get(\"GroundPlane\")\nif plane:\n print(f\"Plane location: {plane.location}\")\n print(f\"Pl…)
53:32<<Code executed successfully: Sphere location: <Vector (0.0000, 0.0000, 0.5000)> Sphere radius: 0.5 Sphere bottom at z = 0.0 Plane location: <Vector (0.0000, 0.0000, 0.0000)> Plane size: <Vector (8.0000, 8.0000, 0.0000)> Camera location: <Vector (4.0000, -3.0000, 2.5000)> Camera rotation: <Euler (x=1.1563, y=0.0000, z=0.9273), order='XYZ'> Camera tracking constraint added, looking at sphere.
53:47>>execute_blender_code({"code":"import bpy\n\n# Add a subtle fill light to soften shadows\nbpy.ops.object.light_add(type='AREA', location=(-3, 2, 3))\nfill = bpy.context.active_object\nfill.name = \"FillLight\"\nfill.data.energy = 80\nfill.data.size = 2.0\nfill.data.color = (0.7, 0.75, 0.85) # Slightly cool fill\n\n# Point fill light at sphere\nconstraint = fill.constraints.new(type='TRACK_TO')\nconstraint.target = bpy…)
53:47<<Code executed successfully: Fill, rim lights added. Lighting setup complete.
53:53>>get_scene_info({"user_prompt":"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."})
53:53<<{ "name": "Scene", "object_count": 6, "objects": [ { "name": "RedSphere", "type": "MESH", "location": [ 0.0, 0.0, 0.5 ] }, { "name": "GroundPlane", "type": "MESH", "location": [ 0.0, 0.0, 0.0 ] }, { "name": "PresentationCamera", "type": "CAMERA", "location": […
54:09--status: budget_exhausted
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Votes cast on this bench: 000482 · 157 runs · 25 contestants
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