--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… 28:45ai>I'll start by checking the environment, then build the scene step by step: the exact-contact sphere, materials, lighting, camera, and render settings.
28:45>>execute_blender_code({"code":"import bpy\nresult = {\n \"version\": bpy.app.version_string,\n \"objects\": [o.name for o in bpy.data.objects],\n \"filepath\": bpy.data.filepath,\n \"cycles_available\": hasattr(bpy.types, \"CyclesRenderSettings\"),\n}\n"})
28:45<<{
"status": "ok",
"result": {
"version": "5.2.0 LTS",
"objects": [],
"filepath": "",
"cycles_available": false
}
}
29:05>>execute_blender_code({"code":"import bpy\nresult = {\n \"cycles_addon\": \"cycles\" in bpy.context.preferences.addons,\n \"available_engines\": [e.bl_idname for e in bpy.types.RenderEngine.__subclasses__()],\n}\ntry:\n bpy.context.scene.render.engine = 'CYCLES'\n result[\"set_cycles\"] = bpy.context.scene.render.engine\nexcept Exception as e:\n result[\"set_cycles\"] = f\"FAIL: {e}\"\n"})
29:05<<{
"status": "error",
"message": "Traceback (most recent call last):\n File \"C:\\Users\\proud\\Downloads\\Telegram Desktop\\blender-bench-runner-windows\\.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 4, in <module>\nAttributeError: type object 'HydraRenderEngine' has n…
29:11>>execute_blender_code({"code":"import bpy\nresult = {\"cycles_addon\": \"cycles\" in bpy.context.preferences.addons}\ntry:\n bpy.context.scene.render.engine = 'CYCLES'\n result[\"set_cycles\"] = bpy.context.scene.render.engine\nexcept Exception as e:\n result[\"set_cycles\"] = f\"FAIL: {e}\"\nresult[\"engine_items\"] = [i.identifier for i in bpy.types.RenderSettings.bl_rna.properties['engine'].enum_items]\n"})
29:12<<{
"status": "ok",
"result": {
"cycles_addon": true,
"set_cycles": "CYCLES",
"engine_items": [
"BLENDER_EEVEE"
]
}
}
29:28>>execute_blender_code({"code":"import bpy, math\n\nscene = bpy.context.scene\n\n# ---------- Clean scene ----------\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,\n bpy.data.cameras, bpy.data.lights):\n for block in list(datablocks):\n if block.users == 0:\n datablocks.r…)
29:28<<{
"status": "ok",
"result": {
"ball_location": [
0.0,
0.0,
0.5
],
"ball_dimensions": [
1.000001,
1.0,
1.0
],
"ball_bottom_z": 0.0,
"sphere_verts": 6050,
"floor": "Ground"
}
}
29:52ai>Ball bottom sits exactly at z=0. Now lighting, camera, world, and render settings.
29:52>>execute_blender_code({"code":"import bpy, math\nfrom mathutils import Vector\n\nscene = bpy.context.scene\n\ndef point_at(obj, target):\n obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()\n\n# ---------- Key light (large soft area) ----------\nkey_data = bpy.data.lights.new(\"Key\", 'AREA')\nkey_data.shape = 'DISK'\nkey_data.size = 4.0\nkey_data.energy = 700.0\nkey_data.color …)
29:52<<{
"status": "ok",
"result": {
"lights": [
[
"Key",
"LIGHT",
[
2.8,
-3.2,
4.5
]
],
[
"Fill",
"LIGHT",
[
-3.6,
-1.4,
2.6
]
],
[
"Rim",
"LIGHT",
[
1.2,
3.6,
3.4
]
]
],
…
29:58ai>Now let me render a preview to validate framing, contact, and shadow.
29:58>>render_viewport_to_path({"output_path":"C:/Users/proud/AppData/Local/Temp/sphere_preview.png"})
30:01<<{
"status": "ok",
"result": {
"status": "ok",
"filepath": "C:\\Users\\proud\\AppData\\Local\\Temp\\blender_a67756\\blender_mcp\\sphere_preview.png"
}
}
30:04>>get_screenshot_of_area_as_image({"area_ui_type":"VIEW_3D"})
30:05<<
30:05imgimage delivered — get_screenshot_of_area_as_image
30:18>>execute_blender_code({"code":"import bpy\n# Set the 3D viewport to camera view with rendered shading\nfor win in bpy.context.window_manager.windows:\n for area in win.screen.areas:\n if area.type == 'VIEW_3D':\n space = area.spaces.active\n space.region_3d.view_perspective = 'CAMERA'\n space.shading.type = 'RENDERED'\n space.overlay.show_overlays = False\nresult = …)
30:19<<{
"status": "ok",
"result": {
"view": "CAMERA",
"shading": "RENDERED"
}
}
30:25--status: budget_exhausted
>