test02_lamp — Blender MCP Build Report

Articulated desk lamp · studio HDRI lighting (Cycles) · high-poly + bevels · build + metrics log
Folder: D:\AI_software\Hermes_agent_outputs\blender02_deepseek · Date: 2026-07-16
Hero finished lamp
Hero · finished lamp
Lamp in Blender UI
UI · outliner + MCP
Material preview
Materials live
Arms and joints
Arms + joints
Base and column
Base + column

Experiment Overview

Goal. Build a high-quality articulated desk lamp through the Blender MCP, using Claude's handoff doc as a structural guide but supersizing it per Jon's direction: LOTS of polygons, beveled edges, a ground plane, studio HDRI lighting, and reflective metal surfaces. Compare against the test01_sphere run on metrics (tokens, cost, round-trips, errors, screenshots, object count/naming).

Studio HDRI ✓ Cycles 128s ✓ Ground plane ✓ Bevels + high-poly ✓ 9 meshes built ✓ Final Cycles render excluded

The lamp geometry, materials, lighting, parenting, and .blend file were all completed and verified during the build session. The only artifact not delivered at the time was this report (the previous agent failed to emit the file write). This document reconstructs the full record from on-disk evidence: scene inventory, round-trip metrics log, and viewport captures.

Original Kickoff Prompt

The exact text Jon sent to start the test02_lamp build (reconstructed from the session log). The structural skeleton came from a Claude-authored handoff note:

📄 Claude Handoff Document — test02_hermes_handoff_desk_lamp_v1.0.md

Message 1 — scope (first message)

Do not begin any work, but we are going to build something with the Blender MCP

Message 2 — the build directive (the original prompt)

Claude has written you a handoff note on how to build a 3D lamp in Blender.  You do not need to do everything exactly like this, but it is a very clear guideline.  Every file you save will have the prefix test02 and then the rest of the name, this is for images, blender files, documentation.  We will want to compare metrics, so must keep a log with text prompt, Prompt version used, tokens used, cost in money, how long it took.

Model/provider
Round-trip count per build
Blender error messages verbatim
Screenshots after key steps
Final scene objects count and naming

In the end you will make a test02_lamp HTML file that summarizes everything, you can look at "D:\AI_software\Hermes_agent_outputs\blender02_deepseek\test01_sphere_report.html" as a decent example to follow, for sure make it all self contained HTML that can be deployed later.

When you a building this, use LOTS of polygons so all rounding looks smooth, and edges should be beveled to look good, add a light when  needed, have a ground plane to build on, and use some HDR image and lots of reflective metal surfaces so it looks good in the viewport.
Build round-trips
6
Checkpoint captures
3
Final MESH objects
9
Blender errors
1 recovered
Render engine
Cycles · 128s
Model / Provider
deepseek-v4-flash · NVIDIA free

Time & Cost

Build wall-clock
~27 min
Est. LLM cost
$0.00
Asset cost (HDRI)
$0.00
Tokens captured?
Yes
MetricValueBasis / source
Build wall-clock (artifact span)~27 min (16:37 → 17:04)File mtimes of test02_lamp_* artifacts in output folder
RT1 — base + column + ground~0.8stest02_lamp_metrics_log.md
RT2 — lower arm assembly~0.6s (incl. 1 retry)metrics log + verbatim error
RT3 — upper arm assembly~0.6smetrics log
RT4 — materials~0.5smetrics log
RT5 — parenting + HDRI + lights + camera~1.0smetrics log
RT6 — camera reframe + Cycles setup + resave~0.8smetrics log
LLM tokens used (recorded)3,155 in / 63,036 outSummed per-RT from metrics log
LLM inference cost$0.00Model deepseek-ai/deepseek-v4-flash on NVIDIA free NVCF tier
HDRI asset cost$0.00Local file studio_white_front_north_daylight.exr (user-provided)
Electricity (est.)< $0.01One 128-sample Cycles frame on RTX 5090 — rough estimate
Cost verdict. This run cost effectively nothing — the model is on NVIDIA's free tier and the HDRI was user-provided. The only real "cost" was wall-clock time, dominated by the multi-step build and a long post-build stall where the prior agent failed to write this report (now resolved).
Provider note. The metrics log records the provider string custom:nvidia-free (the alias assumed at build time). The working route is custom:integrate.api.nvidia.com (NVIDIA free NVCF tier) — functionally identical, $0. Recorded verbatim above for fidelity to the original log.

Files Produced

FileTypePurpose
test02_lamp.blendBlender sceneFull editable scene (geometry, materials, HDRI world, lights, camera)
test02_hermes_handoff_desk_lamp_v1.0.mdDocClaude-authored structural handoff (skeleton + naming)
test02_lamp_metrics_log.mdLogVerbatim round-trip metrics (tokens, cost, errors)
test02_lamp_A_base_column.pngScreenshotAfter RT1 — MATERIAL viewport, base + column + ground
test02_lamp_A_base_column_solid.pngScreenshotAfter RT1 — SOLID viewport variant
test02_lamp_B_arms.pngScreenshotAfter RT3 — MATERIAL viewport, arms + joints
test02_lamp_B_arms_solid.pngScreenshotAfter RT3 — SOLID viewport variant
test02_lamp_C_final_material.pngScreenshotFinal MATERIAL preview — all parts colored + HDRI reflections
test02_lamp_screencap_01.jpgScreencapFull Blender UI — finished lamp in Material Preview, outliner + MCP panel
test02_lamp_screencap_02.jpgScreencapFull Blender UI — hero shot of finished lamp (used as report hero)
test02_lamp.htmlThis fileHuman-readable metrics + screenshots

Excluded: test02_lamp_C_final_rendered.png was NOT included. Vision QA confirmed it contains a default Blender scene (wireframe cube + grid + 3D cursor), not the lamp. Flagged for a clean re-render (see QA Findings).

Build Metrics (prompt version → round-trip)

VersionText prompt (verbatim)Model / Provider RT #StatusBlender error (verbatim)
v1.0 Preflight check - get current scene state before building the desk lamp deepseek-v4-flash · NVIDIA free OK
v1.0 Step 1 — Build high-poly lamp base, column, and ground plane with bevel modifiers deepseek-v4-flash · NVIDIA free 1 / 6 OK
v1.0 Checkpoint A — capture viewport screenshot after base and column deepseek-v4-flash · NVIDIA free CKA OK
v1.0 Step 2 — Lower arm assembly (joint sphere + arm cylinder) deepseek-v4-flash · NVIDIA free 2 / 6 OK (retry) 'Mesh' object has no attribute 'use_auto_smooth'
v1.0 Step 3 — Upper arm assembly (joint sphere + arm cylinder) deepseek-v4-flash · NVIDIA free 3 / 6 OK
v1.0 Checkpoint B — capture viewport screenshot after arms + head + bulb deepseek-v4-flash · NVIDIA free CKB OK
v1.0 Step 4 — Assign PBR materials to all lamp parts deepseek-v4-flash · NVIDIA free 4 / 6 OK
v1.0 Step 5 — Parenting chain + HDRI world + area lights + camera deepseek-v4-flash · NVIDIA free 5 / 6 OK
v1.0 Checkpoint C — final screenshots + save .blend deepseek-v4-flash · NVIDIA free CKC OK
v1.0 Step 6 — Camera reframe + Cycles setup + resave .blend deepseek-v4-flash · NVIDIA free 6 / 6 OK

Round-trip interpretation. 6 logical build round-trips + 3 checkpoint captures, all succeeded. The single error ('Mesh' object has no attribute 'use_auto_smooth') occurred on RT2 when the agent attempted a legacy smooth-shading call; it was resolved by retry and did not block the build. Effective build round-trips: 6, all succeeded.

Screenshots After Key Steps — click any image for full resolution

RT1 base and column
RT1 · MATERIAL viewport. Ground plane + lamp base + column, before arms. Confirms high-poly cylinders + bevels.
RT3 arms and joints
RT3 · MATERIAL viewport. Lower + upper arm assemblies with spherical joints, before materials.
Final material preview
Final · MATERIAL preview. All parts colored (red base, green arms, blue joints, black shade, emissive bulb) with HDRI reflections live.
Screencap 1 finished lamp
UI screencap 1. Finished lamp in Material Preview; outliner shows full object hierarchy + MCP addon connected.
Screencap 2 hero lamp
UI screencap 2 — HERO. Final articulated desk lamp, reflective metals catching the studio HDRI, ground plane for scale.

Final Scene Inventory

Object count
12
MESH objects
9
Active materials
7
Lights
2 (area)
ObjectTypeParentVertsPolysEdgesMaterialModifiers
Ground_PlaneMESH362560MAT_Floor_Brown
Lamp_BaseMESH12866192MAT_Base_RedBevel
Lamp_ColumnMESHLamp_Base9650144MAT_Column_SteelBevel
Lamp_Joint_LowerMESHLamp_Column110611522256MAT_Joint_Blue
Lamp_Arm_LowerMESHLamp_Joint_Lower9650144MAT_Arm_GreenBevel
Lamp_Joint_UpperMESHLamp_Arm_Lower110611522256MAT_Joint_BlueBevel
Lamp_Arm_UpperMESHLamp_Joint_Upper9650144MAT_Arm_GreenBevel
Lamp_HeadMESHLamp_Arm_Upper12866192MAT_ShadeBlackBevel
Lamp_BulbMESHLamp_Head482512992MAT_BulbEmissiveBevel
Fill_LightAREA200W · size 1.5fill
Rim_LightAREA300W · size 1.5rim
CameraCAMERA50mm · loc (2.8,−2.5,1.5)active

Naming. 8 Lamp_* meshes follow the Claude handoff skeleton exactly, plus a Ground_Plane added per Jon's explicit "add a ground plane" instruction (overriding the handoff's no-ground constraint). The parent chain terminates at Lamp_Base as specified: Lamp_Bulb → Lamp_Head → Lamp_Arm_Upper → Lamp_Joint_Upper → Lamp_Arm_Lower → Lamp_Joint_Lower → Lamp_Column → Lamp_Base.

Materials Summary

MaterialObjectsLook
MAT_Base_RedLamp_BaseReflective red metal — Bevel
MAT_Column_SteelLamp_ColumnBrushed steel — Bevel
MAT_Arm_GreenLamp_Arm_Lower, Lamp_Arm_UpperReflective green metal — Bevel
MAT_Joint_BlueLamp_Joint_Lower, Lamp_Joint_UpperReflective blue metal — Bevel (upper)
MAT_ShadeBlackLamp_HeadMatte black shade
MAT_BulbEmissiveLamp_BulbEmissive warm bulb
MAT_Floor_BrownGround_PlaneBrown matte floor for scale

Lighting & World

Visual QA (vision pass on captures)

Confirmed. test02_lamp_screencap_01.jpg and test02_lamp_screencap_02.jpg show a coherent articulated desk lamp: weighted base, two angled metal arm segments joined by spherical joints, conical hooded head with a small emissive bulb at the tip, sitting on a flat ground plane. Materials are applied as intended (red base, green arms, blue joints, black shade, emissive bulb, brown floor).
Confirmed. test02_lamp_C_final_material.png shows all parts in their assigned colors with HDRI reflections wrapping the curved metal surfaces — the studio pano is live in the World.
Finding 1 — bad render artifact. test02_lamp_C_final_rendered.png does not contain the lamp. Vision QA identified it as a default Blender scene (wireframe cube, grid floor, 3D cursor, default light/camera). It was excluded from this report and flagged for a clean re-render.
Finding 2 — captures are viewports, not Cycles renders. The saved artifacts are Material-Preview viewports and full-UI screencaps, not the final Cycles frame. They prove the build but are not portfolio-grade stills. A proper Cycles render to disk is recommended as the closing artifact.
Finding 3 — one recovered error. RT2 hit 'Mesh' object has no attribute 'use_auto_smooth' (legacy smooth-shading call on a 4.x mesh). Retry succeeded; no impact on final geometry.

Recommendations / Next Steps