~ 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 — shrine-vending-machine User Persp
LOADING 3D VIEW
$0.04Cost
565sDuration
34Tool calls
35Turns
Blender 5.1.0MCP 1.0.02026-07-31
Tokens: 852057/40361Vision: Votes W-L-T: 0-2-0reasoning: effort maxDONE ✓
B-BENCH — TRANSCRIPT OpenAI / GPT 5.6 Luna / thinking:max · r1 · 2026-07-31
RUN LOG — shrine-vending-machine · 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 shrine-vending-machine: ## Task Complete the following Blender task: <task> Create a stylized 3D model of a Japanese vending machine that has been lovingly converted into a miniature roadside shrine, standing alone at the edge of a rural mountain road at dusk. Concept. The machine is a classic late-90s Japanese drink vending machine (roughly 1.83m tall, 1.0m wide, 0.75m deep) that a local community has adopted as a s…
43:20>>execute_blender_code({"code":"import bpy\nresult={'version':bpy.app.version_string, 'objects':len(bpy.data.objects)}"})
43:21<<{ "status": "ok", "result": { "version": "5.1.0", "objects": 0 } }
47:48>>execute_blender_code({"code":"import bpy, math, random, os\nfrom mathutils import Vector\nfrom math import sin, cos, pi\n\n# -------------------- scene reset --------------------\nrandom.seed(17)\nfor obj in list(bpy.data.objects):\n bpy.data.objects.remove(obj, do_unlink=True)\nfor datablocks in (bpy.data.materials, bpy.data.curves, bpy.data.meshes, bpy.data.cameras, bpy.data.lights):\n pass\nscene = bpy.contex…)
48:14<<{ "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 537, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"BLENDER_EEVEE_NEXT\" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', …
48:20>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nscene.render.engine='BLENDER_EEVEE'\nscene.render.resolution_x=768; scene.render.resolution_y=768; scene.render.resolution_percentage=100\nscene.render.image_settings.file_format='PNG'; scene.render.film_transparent=False; scene.render.image_settings.color_mode='RGBA'\ntry: scene.view_settings.look='AgX - Medium High Contrast'\nexcept: pass\nscene.use_…)
48:21<<{ "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 9, in <module>\nAttributeError: 'Scene' object has no attribute 'node_tree'\n" }
48:30>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\nresult={'scene_name':s.name,'use_nodes':hasattr(s,'use_nodes'),'node_tree':hasattr(s,'node_tree'),'objects':len(bpy.data.objects),'camera':s.camera.name if s.camera else None,'engine_options':[], 'filepath':bpy.data.filepath}\ntry: result['engine_options']=list(bpy.types.RenderSettings.bl_rna.properties['engine'].enum_items.keys())\nexcept Exception as e: …)
48:31<<{ "status": "ok", "result": { "scene_name": "Scene", "use_nodes": true, "node_tree": false, "objects": 374, "camera": "Presentation Camera", "engine_options": [ "BLENDER_EEVEE" ], "filepath": "" } }
48:36>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\nresult={'version':bpy.app.version_string,'attrs':[a for a in dir(s) if 'node' in a.lower() or 'composit' in a.lower()],'use_nodes':getattr(s,'use_nodes',None)}"})
48:36<<{ "status": "ok", "result": { "version": "5.1.0", "attrs": [ "compositing_node_group", "use_nodes" ], "use_nodes": true } }
48:40>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\nng=s.compositing_node_group\nng.nodes.clear()\nrl=ng.nodes.new('CompositorNodeRLayers'); glare=ng.nodes.new('CompositorNodeGlare'); glare.glare_type='FOG_GLOW'; glare.quality='HIGH'; glare.threshold=.75; glare.size=6; glare.mix=-.88\ncomp=ng.nodes.new('CompositorNodeComposite'); ng.links.new(rl.outputs['Image'],glare.inputs['Image']); ng.links.new(glare.ou…)
48:40<<{ "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 4, in <module>\nAttributeError: 'NoneType' object has no attribute 'nodes'\n" }
48:46>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\ns.use_nodes=False\ns.render.filepath='/home/oai/share/vending_shrine_preview.png'\nbpy.ops.wm.save_as_mainfile(filepath='/home/oai/share/vending_shrine.blend')\nbpy.ops.render.render(write_still=True)\nresult={'objects':len(bpy.data.objects),'materials':len(bpy.data.materials),'filepath':s.render.filepath,'camera':s.camera.name if s.camera else None,'engin…)
48:47<<{ "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 5, in <module>\nRuntimeError: Error: Cannot open file <repo>\\apps\\console\\home\\oai\\share\\vending_shrine.blend@ for writing: No such …
48:54>>execute_blender_code({"code":"import bpy, os\ns=bpy.context.scene\ns.use_nodes=False\nbpy.ops.wm.save_as_mainfile(filepath='vending_shrine.blend')\ns.render.filepath='vending_shrine_preview.png'\nbpy.ops.render.render(write_still=True)\nresult={'objects':len(bpy.data.objects),'materials':len(bpy.data.materials),'filepath':bpy.data.filepath,'render':s.render.filepath,'camera':s.camera.name if s.camera else None,'engine…)
48:57<<{ "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 6, in <module>\nRuntimeError: Error: Render error (No error) cannot save: 'C:\\vending_shrine_preview.png'\n\n", "stdout": "Info: Saved …
49:00>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\ns.render.filepath='C:/vending_shrine_preview.png'\nbpy.ops.render.render(write_still=True)\nbpy.ops.wm.save_as_mainfile(filepath='C:/vending_shrine.blend')\nresult={'objects':len(bpy.data.objects),'materials':len(bpy.data.materials),'filepath':bpy.data.filepath,'render':s.render.filepath,'camera':s.camera.name if s.camera else None,'engine':s.render.engine…)
49:01<<{ "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 4, in <module>\nRuntimeError: Error: Render error (No error) cannot save: 'C:\\vending_shrine_preview.png'\n\n", "stdout": "Error: Rende…
49:04>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\nbpy.ops.render.render()\n# save current render through Blender's image datablock to a guaranteed local relative path\nimg=bpy.data.images.get('Render Result')\ninfo={'img':img is not None,'size':tuple(img.size) if img else None,'objects':len(bpy.data.objects)}\ntry:\n img.save_render(filepath='vending_shrine_preview.png', scene=s)\n info['saved']=Tru…)
49:05<<{ "status": "ok", "result": { "img": true, "size": [ 0, 0 ], "objects": 374, "save_err": "Error: Could not write image: No such file or directory\nError: Image 'Render Result' could not be saved to 'vending_shrine_preview.png'\n" }, "stdout": "Info: Saved as \"vending_shrine.blend\"\n" }
49:14>>get_screenshot_of_window_as_json({})
49:16<<{ "status": "ok", "result": { "status": "ok", "window_width": 3840, "window_height": 2054, "screen_name": "Layout", "workspace": "Layout", "scene": "Scene", "areas": [ { "type": "PROPERTIES", "x": 3158, "y": 35, "width": 679, "height": 1611, "space": { "type": "PROPERTIES", "context": "OBJECT"…
49:19>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\ns.render.engine='BLENDER_WORKBENCH'\ns.render.resolution_x=512; s.render.resolution_y=512; s.render.resolution_percentage=100\ns.render.filepath='C:/temp_vending.png'\nbpy.ops.render.render(write_still=False)\nimg=bpy.data.images.get('Render Result')\nresult={'size':tuple(img.size) if img else None,'objects':len(bpy.data.objects)}\n"})
49:19<<{ "status": "ok", "result": { "size": [ 0, 0 ], "objects": 374 } }
49:22>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\ns.render.engine='BLENDER_EEVEE'\ns.render.resolution_x=512; s.render.resolution_y=512; s.render.resolution_percentage=100\n# ensure camera clipping\nif s.camera:\n s.camera.data.clip_end=100\ntry:\n bpy.ops.render.render(write_still=False)\n result={'size':tuple(bpy.data.images.get('Render Result').size),'engine':s.render.engine}\nexcept Exception…)
49:23<<{ "status": "ok", "result": { "size": [ 0, 0 ], "engine": "BLENDER_EEVEE" } }
49:26>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\nresult={'camera_loc':list(s.camera.location),'camera_rot':list(s.camera.rotation_euler),'camera_type':s.camera.data.type,'lens':s.camera.data.lens,'res':(s.render.resolution_x,s.render.resolution_y,s.render.resolution_percentage),'filepath':bpy.data.filepath,'collections':[(c.name,len(c.objects)) for c in bpy.data.collections],'view_layers':list(bpy.data.v…)
49:26<<{ "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 3, in <module>\nAttributeError: 'BlendData' object has no attribute 'view_layers'\n" }
49:32>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\nresult={'camera_loc':list(s.camera.location),'camera_rot':list(s.camera.rotation_euler),'camera_type':s.camera.data.type,'lens':s.camera.data.lens,'res':(s.render.resolution_x,s.render.resolution_y,s.render.resolution_percentage),'filepath':bpy.data.filepath,'collections':[(c.name,len(c.objects)) for c in bpy.data.collections],'scenes':list(bpy.data.scenes…)
49:33<<{ "status": "ok", "result": { "camera_loc": [ -6.0, -10.5, 4.75 ], "camera_rot": [ 1.3658190965652466, 1.674770544468629e-9, -0.5175989866256714 ], "camera_type": "PERSP", "lens": 48.0, "res": [ 512, 512, 100 ], "filepath": "<repo>\\apps\\console\\vending_shrine.blend", "collections": [ [ …
49:36>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\n# hide mountain backdrop to troubleshoot and set simple world\nfor o in bpy.data.objects:\n if 'mountain' in o.name.lower(): o.hide_render=True\ns.render.engine='BLENDER_EEVEE'\ns.render.resolution_x=512;s.render.resolution_y=512;s.render.resolution_percentage=100\ns.camera.data.lens=35\n# set filepath in current dir explicitly\ns.render.filepath='<repo…)
49:37<<{ "status": "ok", "result": { "size": [ 0, 0 ], "filepath": "<repo>\\apps\\console\\vending_shrine.blend", "res": [ 512, 512 ], "hide": [ [ "Far mountain silhouette", true ], [ "Near mountain silhouette", true ], [ "Rural mountain road", true ] ] } }
49:40>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\n# restore road and mountains; workbench no materials test\nfor o in bpy.data.objects:\n if 'mountain' in o.name.lower() or 'road' in o.name.lower(): o.hide_render=False\ns.render.engine='BLENDER_WORKBENCH'\ns.render.resolution_x=512;s.render.resolution_y=512;s.render.resolution_percentage=100\n# workbench settings\ntry: s.display.shading.light='STUDIO';…)
49:40<<{ "status": "ok", "result": { "size": [ 0, 0 ] } }
49:42>>execute_blender_code({"code":"import bpy\n# inspect render slots and image names\nresult={'images':[(im.name,tuple(im.size),im.source) for im in bpy.data.images],'handlers':len(bpy.app.handlers.render_complete),'render_engine':bpy.context.scene.render.engine}\n"})
49:42<<{ "status": "ok", "result": { "images": [ [ "Render Result", [ 0, 0 ], "VIEWER" ], [ "Viewer Node", [ 256, 256 ], "VIEWER" ] ], "handlers": 0, "render_engine": "BLENDER_WORKBENCH" } }
49:45>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\n# inspect settings\nresult={'camera':s.camera.name,'camera_hide':s.camera.hide_render,'camera_collection':[(c.name,s.camera.name in c.objects) for c in bpy.data.collections],'scene_hide':s.hide_render,'view_layer':[(vl.name,vl.use) for vl in s.view_layers], 'res':(s.render.resolution_x,s.render.resolution_y,s.render.resolution_percentage), 'render_filepath…)
49:45<<{ "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 4, in <module>\nAttributeError: 'Scene' object has no attribute 'hide_render'\n" }
49:48>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\nresult={'camera':s.camera.name,'camera_hide':s.camera.hide_render,'camera_collections':[(c.name,s.camera.name in c.objects) for c in bpy.data.collections],'view_layer':[(vl.name,vl.use) for vl in s.view_layers], 'res':(s.render.resolution_x,s.render.resolution_y,s.render.resolution_percentage), 'render_filepath':s.render.filepath}\n"})
49:48<<{ "status": "ok", "result": { "camera": "Presentation Camera", "camera_hide": false, "camera_collections": [ [ "Collection", false ], [ "ENVIRONMENT", false ], [ "LIGHTS", false ], [ "SHRINE_DETAILS", false ], [ "VENDING_MACHINE", false ], …
49:51>>execute_blender_code({"code":"import bpy\n# list all root scene collection children recursively and camera linkage\ndef rec(c,d=0):\n out=[(d,c.name,c.hide_render,len(c.objects),len(c.children))]\n for ch in c.children: out+=rec(ch,d+1)\n return out\nresult={'tree':rec(bpy.context.scene.collection),'cam_parent':[(c.name,c.objects.get('Presentation Camera') is not None) for c in bpy.data.collections]}\n"})
49:51<<{ "status": "ok", "result": { "tree": [ [ 0, "Scene Collection", false, 1, 6 ], [ 1, "Collection", false, 0, 0 ], [ 1, "ENVIRONMENT", false, 40, 0 ], [ 1, "VENDING_MACHINE", false, 149, 0 …
49:53>>execute_blender_code({"code":"import bpy\n# inspect active camera visibility and viewport clipping\no=bpy.data.objects.get('Presentation Camera'); d=o.data\nresult={'hide':(o.hide_render,o.hide_viewport,o.hide_get()),'data':(d.lens,d.clip_start,d.clip_end),'loc':tuple(o.location),'rot':tuple(o.rotation_euler),'objects_visible':sum(1 for x in bpy.context.scene.objects if not x.hide_render)}\n"})
49:53<<{ "status": "ok", "result": { "hide": [ false, false, false ], "data": [ 35.0, 0.10000000149011612, 100.0 ], "loc": [ -6.0, -10.5, 4.75 ], "rot": [ 1.3658190965652466, 1.674770544468629e-9, -0.5175989866256714 ], "objects_visible": 374 } }
49:55>>get_screenshot_of_area_as_image({"area_ui_type":"VIEW_3D","size_limit_in_bytes":2000000})
49:56<<
49:56imgimage delivered — get_screenshot_of_area_as_image
50:00>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\n# inspect render formats and settings changed\nresult={'engine':s.render.engine,'filepath':s.render.filepath,'res':(s.render.resolution_x,s.render.resolution_y,s.render.resolution_percentage),'file_format':s.render.image_settings.file_format,'write_still':s.render.use_file_extension,'is_animation':s.render.film_transparent,'camera':s.camera.name}\n"})
50:00<<{ "status": "ok", "result": { "engine": "BLENDER_WORKBENCH", "filepath": "<repo>/apps/console/test.png", "res": [ 512, 512, 100 ], "file_format": "PNG", "write_still": true, "is_animation": false, "camera": "Presentation Camera" } }
50:04>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\n# set active camera layer collection maybe all are excluded? inspect\nvl=s.view_layers[0]\ndef rec(lc,d=0):\n arr=[(d,lc.name,lc.exclude,lc.hide_view,lc.hide_render)]\n for ch in lc.children: arr+=rec(ch,d+1)\n return arr\nresult=rec(vl.layer_collection)\n"})
50:04<<{ "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 9, in <module>\n File \"<string>\", line 6, in rec\nAttributeError: 'LayerCollection' object has no attribute 'hide_view'. Did you mean: …
50:07>>execute_blender_code({"code":"import bpy\nvl=bpy.context.scene.view_layers[0]\ndef rec(lc,d=0):\n arr=[(d,lc.name,lc.exclude,lc.hide_viewport,lc.holdout,lc.indirect_only)]\n for ch in lc.children: arr+=rec(ch,d+1)\n return arr\nresult=rec(vl.layer_collection)\n"})
50:07<<{ "status": "error", "message": "The `result` variable must be a dict, not list. Wrap your return value: `result = {\"key\": value}`" }
50:12>>execute_blender_code({"code":"import bpy\nvl=bpy.context.scene.view_layers[0]\ndef rec(lc,d=0):\n arr=[(d,lc.name,lc.exclude,lc.hide_viewport,lc.holdout,lc.indirect_only)]\n for ch in lc.children: arr+=rec(ch,d+1)\n return arr\nresult={'tree':rec(vl.layer_collection)}\n"})
50:12<<{ "status": "ok", "result": { "tree": [ [ 0, "Scene Collection", false, false, false, false ], [ 1, "Collection", false, false, false, false ], [ 1, "ENVIRONMENT", false, false, false, false ], [ 1,…
50:16>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\n# make a second camera at origin and render to test\ncamd=bpy.data.cameras.new('TestCam'); cam=bpy.data.objects.new('TestCam',camd); s.collection.objects.link(cam); cam.location=(0,-10,3); cam.rotation_euler=(0,0,0); # wrong point\ns.camera=cam\ns.render.engine='BLENDER_WORKBENCH'; s.render.resolution_x=256;s.render.resolution_y=256;s.render.resolution_per…)
50:17<<{ "status": "ok", "result": { "size": [ 0, 0 ], "testcam": [ 0.0, -10.0, 3.0 ] } }
50:21>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\ns.render.engine='BLENDER_EEVEE'\ns.render.resolution_x=768;s.render.resolution_y=768;s.render.resolution_percentage=100\ns.camera=bpy.data.objects['Presentation Camera']; s.camera.data.lens=48\ns.render.filepath='<repo>/apps/console/vending_shrine.png'\n# disable render result inspection, use operator and inspect after\ntry:\n res=bpy.ops.render.render(…)
50:22<<{ "status": "ok", "result": { "op": "{'FINISHED'}", "img": [ 0, 0 ], "path": "<repo>/apps/console/vending_shrine.png" }, "stdout": "Info: Saved as \"vending_shrine.blend\"\n" }
50:26>>execute_blender_code({"code":"import bpy\n# inspect per-object mesh stats and materials assigned, look for duplicate cameras etc\nmeshes=[o for o in bpy.data.objects if o.type=='MESH']\nverts=sum(len(o.data.vertices) for o in meshes); tris=sum(sum(1 for p in o.data.polygons if len(p.vertices)==3) for o in meshes)\nresult={'meshes':len(meshes),'verts':verts,'polygons':sum(len(o.data.polygons) for o in meshes),'triangle…)
50:26<<{ "status": "ok", "result": { "meshes": 319, "verts": 11187, "polygons": 9815, "triangles_at_least": 666, "curves": 30, "cameras": [ [ "Presentation Camera", false ] ], "lights": 6 } }
50:30>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\n# create a fresh camera with constraints using known matrix\nfrom mathutils import Vector\ncam=s.camera\nt=Vector((0,0,2.2)); cam.rotation_euler=(t-Vector(cam.location)).to_track_quat('-Z','Y').to_euler()\n# Workbench explicit transparent false, then save\ns.render.engine='BLENDER_WORKBENCH'\ns.render.resolution_x=512;s.render.resolution_y=512;s.render.res…)
50:31<<{ "status": "ok", "result": { "done": true, "result_image": [ 0, 0 ] }, "stdout": "Info: Saved as \"vending_shrine.blend\"\n" }
50:34>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\nresult={'view_settings':{p:getattr(s.view_settings,p) for p in ['view_transform','look','exposure','gamma'] if hasattr(s.view_settings,p)},'camera':s.camera.name if s.camera else None,'render':(s.render.engine,s.render.resolution_x,s.render.resolution_y,s.render.resolution_percentage),'file':bpy.data.filepath,'world':(s.world.name if s.world else None)}\n"…)
50:34<<{ "status": "ok", "result": { "view_settings": { "view_transform": "AgX", "look": "AgX - Medium High Contrast", "exposure": 0.0, "gamma": 1.0 }, "camera": "Presentation Camera", "render": [ "BLENDER_WORKBENCH", 512, 512, 100 ], "file": "<repo>\\apps\\console\\vending_shrine.blend", "world": "World" } }
50:39>>execute_blender_code({"code":"import bpy\ns=bpy.context.scene\n# Fix render engine final to Cycles per benchmark expectation; preserve material and scene\ns.render.engine='CYCLES'\ns.cycles.samples=64\ntry: s.cycles.use_denoising=True\nexcept: pass\ns.render.resolution_x=1536;s.render.resolution_y=1536;s.render.resolution_percentage=100\n# ensure camera and compositing disabled to avoid unsupported issues\ns.use_nodes…)
50:39<<{ "status": "ok", "result": { "saved": "<repo>\\apps\\console\\vending_shrine.blend", "engine": "CYCLES", "samples": 64, "objects": 374, "camera": "Presentation Camera" }, "stdout": "Info: Saved as \"vending_shrine.blend\"\n" }
50:43>>execute_blender_code({"code":"import bpy\n# inspect key objects and materials, ensure no hidden primary required elements\nkeys=['Main vermillion vending cabinet','Recessed warm cream front','Tinted display glass','Dispensing metal push door','Saisen bako body','Torii upper crossbar','Left kitsune ceramic body','Right kitsune ceramic body','Omikuji fortune strip 00','Nobori red outer cloth','Warm fluorescent inside wi…)
50:43<<{ "status": "ok", "result": { "keys": [ [ "Main vermillion vending cabinet", "MESH", false ], [ "Recessed warm cream front", "MESH", false ], [ "Tinted display glass", "MESH", false ], [ "Dispensing metal push door", "MESH", false ], [ …
50:47ai>DONE
50:47--status: ok · DONE declared
>
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