MCP for Blender's most powerful capability is assembling complete 3D scenes from a single prompt. By combining library assets, AI generation, and code execution, Claude can build environments that would take hours to assemble manually. Describe the scene you want, and Claude handles sourcing, importing, positioning, and lighting.
What People Have Made
See everything people have made →
The Asset Priority Strategy
Claude follows a built-in priority when choosing where to source assets for your scene:
Used first for specific, existing real-world objects when you need accuracy and detail.
Used for stylised and low-poly assets. Roughly 10,600 free models with light geometry.
Used for generic environment assets, HDRIs for lighting, and PBR textures for surfaces.
Used for custom, unique items that do not exist in any library. Generated on demand from text or images.
This priority is applied automatically, so you do not need to specify sources in your prompts unless you have a preference.
Complete Scene Workflow
When you ask Claude to build a scene, it follows this structured process:
Inspect the current scene
Claude calls
get_scene_infoto see what objects already exist, their names, and their properties.Take a viewport screenshot
Claude uses
get_viewport_screenshotto see the visual state of the scene before making changes.Check available integrations
Claude verifies which integrations are enabled (Poly Haven, Sketchfab, Poly Pizza, Hyper3D, Hunyuan3D) and has API keys configured.
Download assets from the best source
Based on the asset priority strategy, Claude selects the optimal source for each element and imports it.
Check bounding boxes and spatial relationships
Claude inspects imported objects to ensure correct scale, position, and non-overlapping placement.
Take a final screenshot
Claude captures the viewport again to verify the completed scene matches your request.
Example Prompts
| Prompt | What Claude builds |
|---|---|
| "Create a beach scene using HDRIs, textures, and models like rocks and vegetation from Poly Haven" | Full beach environment with sky, sand, rocks, plants, and natural lighting |
| "Build a low poly dungeon with a dragon guarding gold" | Stylised dungeon using Poly Pizza assets with a dragon and treasure |
| "Create a futuristic city block with imported buildings and custom AI-generated vehicles" | Mix of Sketchfab buildings and Hyper3D/Hunyuan3D vehicles |
| "Assemble a cozy interior room scene with furniture from Poly Pizza and wood textures from Poly Haven" | Furnished room with consistent materials and warm lighting |
Generating Scenes from Reference Images
You can give Claude a reference image and ask it to recreate the scene in Blender. This is useful for matching concept art, photographs, or mood boards.

Watch Claude recreate a reference image as a full 3D scene in Blender.
Three.js and Web Export
MCP for Blender can bridge into web workflows. There is a demo showing how to get Blender scene info and generate a Three.js sketch from it, enabling rapid web-based 3D prototyping.
Tips for Large Scenes
For large scenes, build incrementally. Start with environment (HDRI + ground), then major elements, then props and details. This keeps each step manageable and lets you verify progress with get_viewport_screenshot.
If an asset imports at the wrong scale, ask Claude to check the bounding box with get_object_info and resize it before placing more objects.
