~ 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 — space-cowboy-duel User Persp
LOADING 3D VIEW
$0.07Cost
827sDuration
29Tool calls
30Turns
Blender 5.1.0MCP 1.0.02026-07-31
Tokens: 1639245/74606Vision: Votes W-L-T: 6-0-0reasoning: effort maxDONE ✓
B-BENCH — TRANSCRIPT OpenAI / GPT 5.6 Luna / thinking:max · r1 · 2026-07-31
RUN LOG — space-cowboy-duel · 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 space-cowboy-duel: ## Task Complete the following Blender task: <task> A single space cowboy in the final seconds before a duel, leaning against the exterior corner of a weathered frontier saloon. One full-body character, one saloon façade, one readable pose. Character and pose. Create one believable adult human with correct proportions, natural weight distribution, a readable face, and individually posed finger…
02:57>>execute_blender_code({"code":"import bpy, math, mathutils, random\nfrom mathutils import Vector\nfrom math import radians, sin, cos, atan2, sqrt\n\n# ---------- clean scene ----------\nif bpy.ops.object.mode_set.poll():\n try: bpy.ops.object.mode_set(mode='OBJECT')\n except: pass\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nfor datablocks in (bpy.data.meshes, bpy.data.cur…)
03:08<<{ "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 16, in <module>\nTypeError: bpy_struct: item.attr = val: enum \"BLENDER_EEVEE_NEXT\" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH', '…
03:32>>execute_blender_code({"code":"import bpy, math, mathutils, random\nfrom mathutils import Vector\nfrom math import radians, sin, cos, atan2, sqrt\n\n# clean scene\nif bpy.ops.object.mode_set.poll():\n try: bpy.ops.object.mode_set(mode='OBJECT')\n except: pass\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\nscene=bpy.context.scene\nscene.render.engine='BLENDER_EEVEE'\nscene.re…)
03:34<<{ "status": "ok", "result": { "stage": "setup", "materials": 33 } }
04:34>>execute_blender_code({"code":"# ---------- GROUND ----------\ncube('Dusty_terrain_base',(2.5,1.6,-.12),(18,15,.22),ground_mat,bev=.08,coll='GROUND')\nfor i,(x,y,sx,sy,rot) in enumerate([(-2,.8,2.5,.8,.12),(4.5,-1.4,3.8,1.2,-.15),(7.8,3.8,2.8,1.4,.25),(-1.5,4.8,1.8,.8,-.2)]):\n cube('Dust_rutted_patch_%02d'%i,(x,y,.015),(sx,sy,.025),dust_dark,rot=(0,0,rot),bev=.04,coll='GROUND')\nrandom.seed(12)\nfor i in range(42):…)
04:41<<{ "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 2, in <module>\nNameError: name 'cube' is not defined\n" }
05:03>>execute_blender_code({"code":"import bpy\nhelper = '''import bpy, math, random\nfrom mathutils import Vector\nfrom math import radians, sin, cos\ncollections={nm:bpy.data.collections.get(nm) for nm in [\"ARCHITECTURE\",\"CHARACTER\",\"GROUND\",\"LIGHTING\",\"DETAILS\"]}\ndef assign_mat(o,m):\n if m: o.data.materials.append(m)\ndef M(n): return bpy.data.materials.get(n)\ndef move_to(o,c):\n for x in list(o.users_…)
05:04<<{ "status": "ok", "result": { "stored": true, "chars": 4984, "collections": [ "ARCHITECTURE", "CHARACTER", "Collection", "DETAILS", "GROUND", "LIGHTING" ] } }
06:07>>execute_blender_code({"code":"exec(bpy.data.texts['HelperCode'].as_string())\n# ---------- ground ----------\ncube('Dusty_terrain_base',(2.5,1.6,-.12),(18,15,.22),M('Dust_ochre_grit'),bev=.08,coll='GROUND')\nfor i,(x,y,sx,sy,rot) in enumerate([(-2,.8,2.5,.8,.12),(4.5,-1.4,3.8,1.2,-.15),(7.8,3.8,2.8,1.4,.25),(-1.5,4.8,1.8,.8,-.2)]): cube('Dust_rutted_patch_%02d'%i,(x,y,.015),(sx,sy,.025),M('Footprint_dust'),rot=(0,0,ro…)
06:08<<{ "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 1, in <module>\nNameError: name 'bpy' is not defined\n" }
06:36>>execute_blender_code({"code":"import bpy\nexec(bpy.data.texts['HelperCode'].as_string())\n# ground\ncube('Dusty_terrain_base',(2.5,1.6,-.12),(18,15,.22),M('Dust_ochre_grit'),bev=.08,coll='GROUND')\nfor i,(x,y,sx,sy,rot) in enumerate([(-2,.8,2.5,.8,.12),(4.5,-1.4,3.8,1.2,-.15),(7.8,3.8,2.8,1.4,.25),(-1.5,4.8,1.8,.8,-.2)]): cube('Dust_rutted_patch_%02d'%i,(x,y,.015),(sx,sy,.025),M('Footprint_dust'),rot=(0,0,rot),bev=.04…)
06:40<<{ "status": "ok", "result": { "stage": "architecture", "objects": 231 } }
07:27>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom math import radians, sin, cos\nexec(bpy.data.texts['HelperCode'].as_string())\n# ---------- CHARACTER: one fully modeled, posed space cowboy ----------\nSU=M('Vac_suit_navy'); SH=M('Vac_suit_seams'); CO=M('Duster_brown_canvas'); COD=M('Duster_fold_shadow'); LE=M('Belt_and_holster_leather'); LED=M('Leather_edges'); POL=M('Hard_po…)
07:30<<{ "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 75\n for side,sgn in [('L',1),('R',-1):\n ^\nSyntaxError: invalid syntax\n" }
08:12>>execute_blender_code({"code":"import bpy, math, random\nfrom mathutils import Vector\nfrom math import radians, sin, cos\nexec(bpy.data.texts['HelperCode'].as_string())\n# ---------- CHARACTER: one fully modeled, posed space cowboy ----------\nSU=M('Vac_suit_navy'); SH=M('Vac_suit_seams'); CO=M('Duster_brown_canvas'); COD=M('Duster_fold_shadow'); LE=M('Belt_and_holster_leather'); LED=M('Leather_edges'); POL=M('Hard_po…)
08:22<<{ "status": "ok", "result": { "stage": "character", "objects": 419, "character_head": "Cowboy_head", "fingers": 20 } }
08:32>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\nfrom math import radians\nexec(bpy.data.texts['HelperCode'].as_string())\n# lighting, camera, render settings\nworld=bpy.context.scene.world or bpy.data.worlds.new('World');bpy.context.scene.world=world;world.use_nodes=True;world.node_tree.nodes['Background'].inputs['Color'].default_value=(.008,.015,.035,1);world.node_tree.nodes['Background'].inpu…)
08:33<<{ "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 20, in <module>\nAttributeError: 'Scene' object has no attribute 'node_tree'\n" }
08:41>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\n# lighting/camera survived before compositor error\nscene=bpy.context.scene\n# remove any existing test lights? create if absent\ncoll=bpy.data.collections.get('LIGHTING')\nworld=scene.world or bpy.data.worlds.new('World');scene.world=world;world.use_nodes=True;world.node_tree.nodes['Background'].inputs['Color'].default_value=(.008,.015,.035,1);wo…)
08:42<<{ "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 27, in <module>\nAttributeError: 'Scene' object has no attribute 'node_tree'\n" }
08:50>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\nscene=bpy.context.scene\ncam=bpy.data.objects.get('Presentation_Camera')\nif cam is None:\n cd=bpy.data.cameras.new('Presentation_Camera');cam=bpy.data.objects.new('Presentation_Camera',cd);bpy.data.collections.get('LIGHTING').objects.link(cam)\nscene.camera=cam;cam.location=(-7.9,-11.8,3.35);cam.rotation_euler=(Vector((2.55,2,2.72))-cam.locati…)
08:51<<{ "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 18, in <module>\nRuntimeError: Error: Cannot open file <repo>\\apps\\console\\tmp\\space_cowboy_saloon.blend@ for writing: No such file or…
08:55>>execute_blender_code({"code":"import bpy, os\nfrom mathutils import Vector\nscene=bpy.context.scene\ncam=bpy.data.objects.get('Presentation_Camera');scene.camera=cam\ncam.location=(-7.9,-11.8,3.35);cam.rotation_euler=(Vector((2.55,2,2.72))-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.lens=52;cam.data.sensor_width=36;cam.data.dof.use_dof=False\nscene['benchmark_task']='Space cowboy duel at weathered fronti…)
08:56<<{ "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 17, in <module>\nRuntimeError: Error: Render error (No error) cannot save: 'C:\\space_cowboy_saloon_preview.png'\n\n", "stdout": "Info: …
09:00>>get_blendfile_summary_path_info({})
09:00<<{ "status": "ok", "result": { "status": "ok", "filepath": "<repo>\\apps\\console\\space_cowboy_saloon.blend", "is_saved": true, "is_dirty": false, "age_seconds": 5.5, "file_size_bytes": 746860, "backups": [] } }
09:03>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\nscene.render.filepath='<repo>/apps/console/space_cowboy_saloon_preview.png'\n# keep saved filepath untouched\nbpy.ops.render.render(write_still=True)\n# save again with current settings\nbpy.ops.wm.save_as_mainfile(filepath='<repo>/apps/console/space_cowboy_saloon.blend')\nresult={'rendered':True,'path':scene.render.filepath,'file':bpy.data.filepath}"})
09:04<<{ "status": "ok", "result": { "rendered": true, "path": "<repo>/apps/console/space_cowboy_saloon_preview.png", "file": "<repo>\\apps\\console\\space_cowboy_saloon.blend" }, "stdout": "Info: Saved as \"space_cowboy_saloon.blend\"\n" }
09:06>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":1000000})
09:06<<Error executing tool get_screenshot_of_area_as_image: No area with type 'IMAGE_EDITOR' found. Available: OUTLINER, PROPERTIES, TIMELINE, VIEW_3D
09:09>>execute_blender_code({"code":"import bpy\n# switch current 3d view to camera and rendered preview via viewport camera\nfor area in bpy.context.screen.areas:\n if area.type=='VIEW_3D':\n area.spaces.active.region_3d.view_perspective='CAMERA'\n area.spaces.active.shading.type='RENDERED'\n break\nresult={'areas':[(a.type,a.spaces.active.type) for a in bpy.context.screen.areas]}"})
09:09<<{ "status": "ok", "result": { "areas": [ [ "PROPERTIES", "PROPERTIES" ], [ "OUTLINER", "OUTLINER" ], [ "DOPESHEET_EDITOR", "DOPESHEET_EDITOR" ], [ "VIEW_3D", "VIEW_3D" ] ] } }
09:11>>get_screenshot_of_area_as_image({"area_ui_type":"VIEW_3D","size_limit_in_bytes":1000000})
09:12<<
09:12imgimage delivered — get_screenshot_of_area_as_image
09:29>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\nscene=bpy.context.scene\ncam=bpy.data.objects['Presentation_Camera']\ncam.location=(-4.8,-8.8,3.0)\ncam.rotation_euler=(Vector((2.25,2.0,2.72))-cam.location).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=55\ncam.data.sensor_width=36\nscene.camera=cam\nscene.render.filepath='<repo>/apps/console/space_cowboy_saloon_preview.png'\nbpy.ops.wm.save_…)
09:30<<{ "status": "ok", "result": { "camera_location": [ -4.800000190734863, -8.800000190734863, 3.0 ], "target": [ 2.25, 2, 2.72 ], "saved": "<repo>\\apps\\console\\space_cowboy_saloon.blend" }, "stdout": "Info: Saved as \"space_cowboy_saloon.blend\"\n" }
09:33>>get_screenshot_of_area_as_image({"area_ui_type":"VIEW_3D","size_limit_in_bytes":1000000})
09:34<<
09:34imgimage delivered — get_screenshot_of_area_as_image
09:46>>execute_blender_code({"code":"import bpy\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 break\nresult={'changed':True}"})
09:46<<{ "status": "ok", "result": { "changed": true } }
09:49>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":1000000})
09:50<<
09:50imgimage delivered — get_screenshot_of_area_as_image
09:55>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\nscene=bpy.context.scene\ncam=bpy.data.objects['Presentation_Camera'];cam.location=(-4.2,-7.4,2.85);cam.rotation_euler=(Vector((2.05,2.0,2.68))-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.lens=58\nscene.render.resolution_x=768;scene.render.resolution_y=768;scene.render.resolution_percentage=100;scene.render.filepath='<repo>/apps/conso…)
09:57<<{ "status": "ok", "result": { "saved": "<repo>\\apps\\console\\space_cowboy_saloon.blend", "camera": [ -4.199999809265137, -7.400000095367432, 2.8499999046325684 ] }, "stdout": "Info: Saved as \"space_cowboy_saloon.blend\"\n" }
10:01>>get_screenshot_of_area_as_image({"area_ui_type":"IMAGE_EDITOR","size_limit_in_bytes":1000000})
10:02<<
10:02imgimage delivered — get_screenshot_of_area_as_image
10:07>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\nscene=bpy.context.scene\ncam=bpy.data.objects['Presentation_Camera'];cam.location=(-2.8,-6.0,2.8);cam.rotation_euler=(Vector((1.5,1.9,2.65))-cam.location).to_track_quat('-Z','Y').to_euler();cam.data.lens=62\nscene.render.filepath='<repo>/apps/console/space_cowboy_saloon_preview.png';bpy.ops.wm.save_as_mainfile(filepath='<repo>/apps/console/space_c…)
10:09<<{ "status": "ok", "result": { "camera": [ -2.799999952316284, -6.0, 2.799999952316284 ], "target": [ 1.5, 1.9, 2.65 ] }, "stdout": "Info: Saved as \"space_cowboy_saloon.blend\"\n" }
10:14>>execute_blender_code({"code":"import bpy\nscene=bpy.context.scene\n# replace view area back to 3d, camera rendered\nfor a in bpy.context.screen.areas:\n if a.type=='IMAGE_EDITOR':\n a.type='VIEW_3D';a.spaces.active.region_3d.view_perspective='CAMERA';a.spaces.active.shading.type='RENDERED';break\nresult={'done':True}"})
10:15<<{ "status": "ok", "result": { "done": true } }
10:21>>get_screenshot_of_area_as_image({"area_ui_type":"VIEW_3D","size_limit_in_bytes":1000000})
10:25<<
10:25imgimage delivered — get_screenshot_of_area_as_image
10:42>>execute_blender_code({"code":"import bpy\nfrom mathutils import Vector\nscene=bpy.context.scene\ncam=bpy.data.objects['Presentation_Camera']\n# Slightly wider chest-height composition: full hat-to-sole silhouette with sign and entrance\ncam.location=(-3.45,-7.15,2.95)\ncam.rotation_euler=(Vector((1.85,2.0,2.62))-cam.location).to_track_quat('-Z','Y').to_euler()\ncam.data.lens=55\ncam.data.sensor_width=36\ncam.data.dof.…)
10:43<<{ "status": "ok", "result": { "saved": "<repo>\\apps\\console\\space_cowboy_saloon.blend", "engine": "CYCLES", "camera_location": [ -3.450000047683716, -7.150000095367432, 2.950000047683716 ], "camera_lens": 55.0, "resolution": [ 1536, 1536 ], "objects": 425, "materials": 33 }, "stdout": "Info: Saved as \"space_cowboy_saloon…
11:17>>execute_blender_code({"code":"import bpy\n# return to rendered viewport framing for final visual state without altering Cycles saved settings\nfrom mathutils import Vector\nfor a in bpy.context.screen.areas:\n if a.type=='VIEW_3D':\n a.spaces.active.region_3d.view_perspective='CAMERA';a.spaces.active.shading.type='MATERIAL';break\nresult={'state':'final_camera_view','engine':bpy.context.scene.render.engine}"…)
11:38<<Error executing tool execute_blender_code: Blender connection timed out at localhost:9876
11:45>>get_blendfile_summary_path_info({})
11:46<<{ "status": "ok", "result": { "status": "ok", "filepath": "<repo>\\apps\\console\\space_cowboy_saloon.blend", "is_saved": true, "is_dirty": false, "age_seconds": 62.2, "file_size_bytes": 763237, "backups": [ { "path": "<repo>\\apps\\console\\space_cowboy_saloon.blend1", "age_seconds": 97.6, "size_bytes": 747361 } ] } }
11:50ai>DONE
11:50--status: ok · DONE declared
>
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Votes cast on this bench: 000482 · 157 runs · 25 contestants
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