Scene layout & set dressing
Assemble and dress scenes to a layout brief.
20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.
- Typical applications
- Blender · Maya · Unreal Engine
- Class GUI-need label
HY· Hybrid
Task proposals · 20
Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.
R06.06.03.04-T01 Furnish a living room from a floor plan
Original instruction
In fixtures/apartment_shell.blend place the 15 assets from collection 'Furniture_Lib' according to input/floorplan_livingroom.pdf: sofa facing the TV wall at 2.6-3.2 m, rug centered under the coffee table, walkways >= 80 cm between furniture, nothing blocking the door swing or radiators. Save output/living_furnished.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrydrag· Drag & dropnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
bpy: all 15 assets present once; sofa forward vector within 10 deg of TV direction, distance 2.6-3.2 m; 0 mesh-mesh collisions (BVH overlap > 5 mm); walkway clearance along GT paths >= 0.8 m; door swing arc and radiator zones clear; every object on the floor (z within 5 mm).
Proposed partial credit
20% assets placed; 25% TV/sofa relation; 25% no collisions and grounded; 30% clearances.
R06.06.03.04-T02 Match object placements to a goal render
Original instruction
fixtures/desk_placement.blend contains a desk scene whose 9 props (lamp, laptop, mug, books, plant...) are scattered. Move and rotate them so the render from camera 'GoalCam' matches ref/goal_render.png. Do not change camera, lights or scale. Save output/desk_matched.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentdrag· Drag & drop- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Per prop: position error <= 3 cm and yaw error <= 10 deg vs GT; scene Chamfer distance <= GT threshold; re-render SSIM >= 0.9 vs goal; camera/light/scale unchanged. Blender's Python console, Text Editor and --python are disabled; the Info log is also scanned for scripted transforms.
Proposed partial credit
50% per-prop position; 20% rotations; 20% render similarity; 10% locked items unchanged.
R06.06.03.04-T03 Dress a hero desk so every prop reads in camera
Original instruction
Dress the desk in fixtures/detective_office.ma for shot cam 'sh04_cam': 12 required props from notes/props_sh04.txt must each be >= 70% visible in frame, none intersecting, nothing crossing the actor's GT eyeline corridor, and the case file at screen-center lower third. Save output/office_sh04.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Grader renders object-ID pass from sh04_cam: each required prop visible fraction >= 0.7 and inside frame; 0 interpenetrations; eyeline corridor volume empty; case file centroid at x 0.4-0.6, y 0.6-0.8. Props rest on the desk (contact within 3 mm). Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; .ma writes from outside Maya are logged and fail.
Proposed partial credit
40% prop visibility; 20% no intersections/grounded; 20% eyeline clear; 20% case file framing.
R06.06.03.04-T04 Build a game level from a top-down map in Unreal
Original instruction
In fixtures/LevelKit (Unreal Engine 5) build L_Outpost from input/outpost_topdown.png (1 px = 10 cm, legend included): 20 actors (crates, barriers, tower, gate, lights) at their map positions, NavMesh bounds covering the walkable area, a PlayerStart at the marker, and lighting built. Save the level.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometrydrag· Drag & dropnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
multiapp· Multi-app- Proposed difficulty
- 4 / 5
Proposed verifier
Headless Unreal Python: each of 20 GT actors matched by class within 0.5 m and 15 deg; NavMesh covers >= 95% of GT walkable cells and excludes obstacles; PlayerStart within 0.5 m of marker; map loads without errors. Editor-scripting transactions flagged.
Proposed partial credit
50% actor placement; 25% NavMesh coverage; 10% PlayerStart; 15% level saves and loads clean.
R06.06.03.04-T05 Paint forest-floor foliage with density and exclusions
Original instruction
In fixtures/ForestUE, use the Foliage paint tool to dress the 60x60 m clearing: ferns 2-3 per m2, rocks 0.2 per m2, fallen branches 0.05 per m2, none on the GT footpath spline (1.5 m wide) or within 1 m of the cabin, all aligned to the terrain normal. Save the level.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
path· Continuous pathdrag· Drag & dropnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Foliage instance data parsed: densities within 20% of target over 10x10 m cells (>= 80% of cells); 0 instances on the footpath or within 1 m of the cabin; instance up-vector within 5 deg of terrain normal; instances on terrain (z error <= 5 cm). Procedural foliage spawner use flagged. The editor runs with the Python Editor Script Plugin and Remote Control API disabled; level files written outside it are logged.
Proposed partial credit
40% densities; 30% exclusions; 15% alignment; 15% grounded.
R06.06.03.04-T06 Dress a kitchen to match a reference photo
Original instruction
Dress fixtures/kitchen_set.blend so it matches ref/kitchen_photo.jpg taken from the provided camera 'PhotoCam': place 25 props from 'Kitchen_Props' (kettle, jars, cutting board, utensils, fruit bowl) on the counters and shelves as in the photo. Save output/kitchen_dressed.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentdrag· Drag & drop- Work product
WP04· 3D/spatial model- Conditions
long· Long-horizon- Proposed difficulty
- 4 / 5
Proposed verifier
Per prop position error <= 5 cm and yaw <= 15 deg vs GT layout (Hungarian matching for duplicate props); object-ID render from PhotoCam vs GT ID map mean IoU >= 0.7; 0 interpenetrations; all props supported (contact <= 3 mm). Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; .blend writes from outside Blender are logged and fail.
Proposed partial credit
45% prop positions; 25% ID-map IoU; 15% rotations; 15% physically valid.
R06.06.03.04-T07 Swap placeholder proxies for final assets
Original instruction
fixtures/street_blockout.ma has 40 grey proxy cubes named PH_<assetName>_<nn>. Replace each with a reference to the matching asset in the library fixtures/lib/<assetName>.ma, keeping each proxy's transform (pivots at base center), then delete the proxies. Save output/street_dressed.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & forms- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
mayapy: 40 referenced assets (file references, not imports) with correct asset per name; world transforms equal the proxies within 1 mm/0.1 deg; 0 PH_ nodes remain; references load without errors.
Proposed partial credit
40% correct assets; 40% transforms preserved; 20% proxies removed and references used.
R06.06.03.04-T08 Recreate set layout and cameras from previs frames
Original instruction
Previs ref/previs_sc5/ has 4 frames with camera metadata (lens, height) and a top-view sketch. In fixtures/sc5_set.ma, place the set pieces (bar counter, 6 stools, booth, jukebox) and two cameras so each previs frame is reproduced: object screen positions within 3% of frame width. Save output/sc5_layout.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender · Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
For each previs frame: GT object centroids' screen positions within 3% of frame width; camera lens equals metadata; camera height within 5 cm; set pieces grounded and non-intersecting; plan positions consistent with top-view sketch within 30 cm. Maya Script Editor/mayapy, Blender's Python console and Unreal's Python/Remote Control plugins are disabled; .ma writes outside Maya are logged.
Proposed partial credit
45% screen-space match; 25% camera parameters; 15% plan consistency; 15% physically valid.
R06.06.03.04-T09 Assemble a shot by referencing assets with namespaces
Original instruction
Build output/sh12_assembly.ma from notes/sh12_layout.csv (asset path, namespace, translate, rotate, scale for 18 rows): reference each asset with its namespace, apply the transform, and group under SET, CHAR and PROP groups by the CSV 'type' column.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clicktype· Text & forms- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
mayapy: 18 references with exact namespaces and paths; transforms equal CSV within 1e-3; each under the right group; no imported duplicates; scene opens without reference errors.
Proposed partial credit
35% references with namespaces; 40% transforms; 25% grouping.
R06.06.03.04-T10 Lay out an open-plan office to clearance rules
Original instruction
Lay out 24 desks, 6 storage units and 2 meeting tables from 'Office_Lib' in fixtures/office_floor.blend: main aisles >= 1.2 m, secondary >= 0.9 m, every desk reachable to the exit door with travel distance <= 30 m, no desk facing directly into a window (glare rule), all within the floor boundary. Save output/office_layout.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrydrag· Drag & dropnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Grader rasterizes the plan: aisle widths per GT aisle polylines; A* travel distance from each desk chair point to the exit <= 30 m; desk forward vectors not within 30 deg of facing a window wall at < 2 m; counts exact; 0 collisions.
Proposed partial credit
20% counts and boundary; 30% aisle widths; 30% egress distances; 20% glare rule.
R06.06.03.04-T11 Fill library shelves with books without intersections
Original instruction
Fill the 8 shelf bays in fixtures/library.blend with instances from collection 'Books' (12 variants): each shelf 85-95% filled along its length, some books leaning (5-15 deg) at the end of runs, small random height/color variation, no interpenetration, all books resting on shelves. Save output/library_filled.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropgeom· Precise geometryvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Per shelf fill ratio 0.85-0.95; leaning books 5-15 deg with contact to neighbor or side; 0 interpenetrations > 1 mm; all books supported (bottom within 2 mm of shelf or leaning contact); >= 8 of 12 variants used; no identical adjacent pairs > 3 in a row.
Proposed partial credit
35% fill ratios; 30% no intersections/supported; 20% leaning books; 15% variation.
R06.06.03.04-T12 Settle clutter props with rigid-body simulation and freeze
Original instruction
In fixtures/teen_room.blend drop the 30 clutter props (pillows, clothes lumps, books, cans) onto the bed, desk and floor using rigid-body simulation so they rest naturally, then apply the final transforms and remove the simulation. Save output/teen_room_settled.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya · Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
click· Point & clickdrag· Drag & dropvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Final static scene: 0 floating props (gap > 2 mm to support); 0 interpenetrations > 2 mm; no rigid-body world or keyframes remain; each prop within its GT zone (bed/desk/floor); stable under a 100-frame re-sim check (displacement <= 1 cm).
Proposed partial credit
35% grounded; 25% no intersections; 25% stable and frozen; 15% zones respected.
R06.06.03.04-T13 Compose a set in USD with variants and references
Original instruction
Author output/set_market.usda that references 14 assets from fixtures/usd_lib/ under /World/Set, places them per notes/market_layout.json, uses each stall asset's 'dressing' variant set (fruit, fabric, empty) per the JSON, and puts transforms on a separate layout sublayer. Check it in usdview or Houdini Solaris.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Houdini (Solaris) · Maya (USD) · usdview
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & droptype· Text & formsclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
pxr parse: 14 references (not payload copies) to the right asset paths; variant selections per JSON; transforms authored in the layout sublayer only, matching JSON within 1e-3; stage composes without errors; prim paths per naming.
Proposed partial credit
30% references; 25% variant selections; 30% transforms in sublayer; 15% clean composition.
R06.06.03.04-T14 Snap a modular interior together in Unreal
Original instruction
Assemble the 2-room interior in fixtures/ModularUE from kit meshes SM_Wall_*, SM_Floor_*, SM_Door_*, SM_Window_* using grid snapping (50 cm) to match input/interior_plan.png: walls closed, doors and windows at plan positions, no gaps or z-fighting overlaps. Save as L_Interior.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometrydrag· Drag & dropnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Headless Unreal: wall actor transforms on 50 cm grid; room perimeters closed (seam gaps <= 1 mm); coplanar overlapping faces (z-fighting) count 0; doors/windows within 25 cm of plan positions; floor fully covered. The agent's editor runs with the Python Editor Script Plugin and Remote Control API disabled; any Python editor transactions are flagged.
Proposed partial credit
30% closed perimeters; 25% grid snapping; 25% openings placed; 20% no overlaps.
R06.06.03.04-T15 Dress a set so three shot cameras each see their story props
Original instruction
fixtures/heist_vault.ma has 3 shot cameras. Per notes/vault_shots.txt each shot must show specific props (>= 60% visible) and must not show the props reserved for later reveals; cheat placements per shot are allowed using display layers/render layers (one per shot). Save output/vault_dressed.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
For each shot's render layer: required props visible >= 60%, forbidden props visible 0%, 0 interpenetrations, props grounded; cheats limited to <= 1 m shift from master layout; master layout coherent (no overlaps). Object-ID renders per camera computed by the grader. Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; .ma writes outside Maya are logged.
Proposed partial credit
40% required props visible; 25% reveals hidden; 20% cheat limits; 15% physical validity.
R06.06.03.04-T16 Swap proxies by script (control pair of T07)
Original instruction
Control pair of T07: in a terminal with mayapy, write tools/swap_proxies.py that replaces all PH_<assetName>_<nn> proxies in fixtures/street_blockout.ma with file references to fixtures/lib/<assetName>.ma, preserving transforms, and saves output/street_dressed_cli.ma.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Maya (mayapy)
- Interfaces
term· Terminal- GUI need · task setting
CL· CLI-sufficient- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
code· Code & commands- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Same checks as T07: 40 correct references, transforms within 1 mm/0.1 deg, 0 proxies. Batch-only license use. Scored side by side with T07.
Proposed partial credit
40% correct assets; 40% transforms preserved; 20% proxies removed and references used.
R06.06.03.04-T17 Fill a parking lot with varied cars in stalls
Original instruction
Dress fixtures/mall_parking.blend: park 60 cars from 'Cars' (8 models x 6 colors) in the 72 marked stalls, centered within 15 cm and aligned within 3 deg, never two adjacent stalls with the same model and color, 2 accessible stalls left empty, 10 random stalls empty. Save output/parking.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Unreal Engine · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
drag· Drag & dropgeom· Precise geometry- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Grader: 60 cars; each within a GT stall polygon, center offset <= 15 cm, yaw within 3 deg of stall axis (either direction); adjacency rule violated 0 times; accessible stalls empty; no overlaps; wheels on ground.
Proposed partial credit
30% count and stall placement; 25% alignment; 25% variation rule; 20% accessible stalls and validity.
R06.06.03.04-T18 Dress an exterior street to an art-direction brief
Original instruction
Dress the street in fixtures/old_town.ma to notes/art_direction.pdf (rainy evening, lived-in, cafe spill-out, cyclist parking): use the 120-asset library to place >= 150 props, respecting curb lines, door swings and a 2 m clear lane for the hero walk path. Deliver output/old_town_dressed.ma and 3 review renders from the provided cameras.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Unreal Engine · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro applong· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Deterministic: >= 150 props; 0 interpenetrations; grounded; hero path corridor 2 m clear; nothing over curb lines in the road; door arcs clear; brief-required categories (cafe tables, bikes, planters, wet signage) each >= GT minimum. VLM rubric (calibrated to art-director scores) on the 3 renders (35%). Maya Script Editor/mayapy, Unreal Python/Remote Control and Blender's Python console are disabled; outside writes logged.
Proposed partial credit
15% counts/categories; 30% physical validity; 20% path and rules; 35% art-direction rubric.
R06.06.03.04-T19 Dress a bedroom that tells a story from camera
Original instruction
Dress fixtures/teen_bedroom.blend for camera 'StoryCam' per notes/character_bio.txt (an astronomy-obsessed teenager who just moved in): 8 required story props must be legible (>= 50% visible, >= 40 px tall at 1080p), unpacked boxes in 2 corners, posters on 2 walls, no clutter on the walk path to the window.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Object-ID render from StoryCam: each required prop visible >= 50% and >= 40 px tall; boxes clustered in 2 GT corners; posters flush to walls (gap <= 5 mm) on 2 walls; walk-path corridor empty; 0 intersections. VLM rubric on story legibility (20%). Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; .blend writes from outside Blender are logged and fail.
Proposed partial credit
40% story props legible; 25% layout rules; 15% physical validity; 20% legibility rubric.
R06.06.03.04-T20 Dress an open-world map section in Unreal
Original instruction
In fixtures/OpenWorldUE dress the 500x500 m section from input/section_map.png: village of 14 buildings from the kit on their footprints, road splines with props, 3 biome zones of foliage at specified densities, POIs per legend, and World Partition settings so the section streams in cells of 128 m. Save the level.
- Platforms
mac· macOSwin· Windows- Applications
- Unreal Engine · Houdini
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometrydrag· Drag & dropnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
long· Long-horizonmultiapp· Multi-app- Proposed difficulty
- 5 / 5
Proposed verifier
Headless checks: buildings on footprints within 1 m and 10 deg; road splines within 2 m of map roads; foliage densities per biome within 20% over sampled cells; POIs present; WP cell size 128 m and streaming test loads all cells without errors; 0 floating actors (> 10 cm).
Proposed partial credit
25% buildings; 20% roads; 25% foliage biomes; 30% POIs (15 pts) and World Partition and validity (15 pts).
Mapped research references
Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.