# Blender with Astra Prompt Library



These 32 prompts are original starting points. **Manual** means Astra supplies code and you run it. **Local** means a local agent can execute Blender and inspect output. **Visual** means attach the relevant render or use an approved computer-use connection. A verified MCP bridge can substitute for local execution where it exposes the required tools. None of the prompts implies an unavailable tool exists.

### First scenes

**1. Explain the starter.** Input: `build_scene.py`. Route: Manual.

> Explain this Blender 5.2.1 script as if I have never used Python. Identify the project selector, output folder, geometry creation, camera, lighting, save, and render steps. Tell me exactly where to run it in Blender. Do not change it yet.

**2. Minimal connection test.** Input: empty project and output path. Route: Local or verified MCP.

> Create one mesh named Astra_Connection_Test, assign a blue material, add a camera and area light, save a new .blend, and render a small PNG. Reopen the saved file and confirm the object is still a mesh. Report each output path.

**3. A simple desk scene.** Input: empty project. Route: Manual or Local.

> Build a small desk with a lamp and fictional AI speaker using primitive geometry. Keep every object named and editable. Use meter units and a camera that shows all three. Render one 960 × 540 preview before adding detail.

**4. Learn by changing one parameter.** Input: product starter. Route: Manual.

> Show me how to change only the product’s housing roughness. Explain what lower and higher roughness should look like under the same lights. Save two preview images with identical camera settings so I can compare.

### Product visuals

**5. A wearable concept.** Input: fictional dimensions and brief. Route: Local.

> Model a fictional 45 mm wide AI wearable puck with a separate clip, faceplate, and indicator. Use restrained ceramic and metal materials. State assumptions about thickness. Keep it clearly labeled as a concept, with no real-brand marks.

**6. A family of finishes.** Input: approved product `.blend`. Route: Local.

> Create three material variants named Graphite, Warm Ceramic, and Titanium. Preserve geometry, camera, exposure, and lights. Save one .blend and PNG per variant. Stop if an output filename already exists.

**7. Sponsor presentation image.** Input: approved fictional product. Route: Local plus Visual.

> Compose a 16:9 hero image with the product on the right and clear space on the left for presentation text. Keep the whole product visible. Avoid invented logos or performance claims. Show a preview before final resolution.

**8. Exploded assembly.** Input: a product with separate parts. Route: Local.

> Make an illustrative exploded view of the existing parts, with a small controlled separation along Z. Preserve each part’s shape and record its original position. Do not invent internal electronics. Save a separate scene and a still preview.

### Reference modeling

**9. Reference audit.** Input: front, side, and top images. Route: Visual.

> Compare these references before modeling. Identify matching landmarks, perspective distortion, missing surfaces, and conflicting dimensions. List which features can be modeled confidently and which require an assumption.

**10. Silhouette first.** Input: references and one real dimension. Route: Local.

> Build only the main silhouette and large components from these views. Use the supplied width to establish scale. Render front, side, and three-quarter solid views. Do not add textures, screws, or small decorative detail yet.

**11. Targeted proportion correction.** Input: reference and preview. Route: Visual then Local.

> The body is too tall relative to the reference. Compare the height-to-width ratio, state the proposed correction, and change only the body and dependent mounting positions. Preserve camera and material settings for comparison.

**12. Real-product accuracy review.** Input: official dimensions and photographs. Route: Visual.

> Review this model against the official references. Check dimensions, port count, button placement, logos, surface finish, and camera perspective. Separate confirmed mismatches from uncertain details. Do not describe the render as an accurate product depiction until those are resolved.

### Interiors

**13. Floor-plan blockout.** Input: room dimensions. Route: Manual or Local.

> Create a 6 × 5 m room blockout with a 3 m ceiling and one clearly marked entrance. Add simple furniture bounding boxes and show a top view. Keep walking clearance visible before modeling detailed furniture.

**14. Furnish a stable room.** Input: approved blockout. Route: Local.

> Furnish this approved layout with a sofa, table, lamp, and shelf. Preserve walls and door positions. Keep furniture at plausible human scale and show both a top view and a camera preview. Use original simple geometry.

**15. Natural interior lighting.** Input: room scene and preview. Route: Visual then Local.

> Keep the layout and camera. Make the main light read as daylight from the open right side, with softer indirect fill. Preserve detail in bright walls and avoid a uniformly illuminated room. Render before-and-after previews.

**16. Collision and contact review.** Input: furnished room. Route: Local plus Visual.

> Inspect furniture contact with the floor, wall intersections, and the camera path. List each visible collision with its object name. Correct only those problems and rerender start, middle, and end camera frames.

### Animation

**17. Eight-second camera shot.** Input: product scene. Route: Local.

> Animate a gentle camera move over frames 1–192 at 24 fps and 1920 × 1080. Keep the product stationary and centered with safe margins. Ease at both ends. Produce three checkpoint previews before rendering every frame.

**18. A readable reveal.** Input: separate product components. Route: Local.

> Make the faceplate rise slowly to reveal the existing interior cavity, then return. Use an eight-second timeline and keep the camera fixed. Do not add undocumented electronics. Check that no part passes through another part.

**19. Loop planning.** Input: intended loop subject. Route: Manual or Local.

> Propose a seamless 120-frame loop at 24 fps. Explain how the first and last sampled positions avoid a duplicated hold frame. Keep the motion simple, and provide a preview sequence before final rendering.

**20. Timing repair.** Input: clip and frame range. Route: Visual.

> The move accelerates too abruptly near the middle. Identify the affected frame range and propose a smoother timing curve. Preserve the opening and final compositions, duration, and all materials. Change only animation timing.

### Procedural environments

**21. Small island.** Input: no assets. Route: Local.

> Create a stylized island with a clear beach, three rock forms, and a small cluster of instanced trees. Use a fixed seed. Keep the scene compact enough for 960 × 540 previews and expose the main terrain parameters.

**22. Geometry Nodes panels.** Input: a base surface. Route: Local.

> Create a Blender 5.2 Geometry Nodes system that distributes solar-panel instances across this surface. Expose count, spacing, tilt, and seed. Label the node groups and explain how to change one control without rebuilding the graph.

**23. Repeated furniture.** Input: one approved chair. Route: Local.

> Arrange twelve instances of this chair in a meeting layout. Preserve shared geometry where possible and keep spacing consistent. Show a top view and report how many unique mesh data blocks are used.

**24. Environment budget.** Input: heavy landscape scene. Route: Local.

> Identify which objects and textures dominate scene complexity. Propose one reduction that preserves the approved camera view, such as instancing or less off-camera detail. Measure the result on the same preview before further changes.

### Troubleshooting prompts

**25. Poor framing.** Input: render and `.blend`. Route: Visual then Local.

> The subject is clipped at the right edge. Preserve geometry and lights. Adjust camera position or lens so the entire subject fits with a modest margin. Show the corrected camera preview and report what changed.

**26. Flat lighting.** Input: render. Route: Visual then Local.

> The front and side have almost identical brightness. Preserve camera and materials. Reduce fill or change key direction to reveal the form, while keeping shadow detail. Make one preview with the same exposure.

**27. Distorted geometry.** Input: problematic object and screenshots. Route: Visual then Local.

> Inspect this object in solid and wireframe views. Check unapplied scale, bevel width, normals, and intersecting parts. Identify the cause before changing topology. Preserve dimensions and save the fix as a new file.

**28. Missing textures.** Input: scene and asset folder. Route: Local.

> List missing image dependencies and their expected paths. Search only the supplied asset folder, relink matches, and report unresolved files. Do not download replacements silently. Reopen the saved scene to verify the fix.

**29. Wrong scale.** Input: exported asset and known dimension. Route: Local.

> Compare this asset’s imported dimensions with the supplied measurement. Explain any meter/centimeter conversion. Correct the export workflow, preserve the editable source, and verify the new import beside a one-meter reference cube.

**30. Excessive render time.** Input: render settings and timed frame. Route: Local.

> Separate model work from Blender rendering time. Inspect resolution, samples, subdivision, textures, and device selection. Propose the smallest quality reduction likely to help, then time the same frame before and after. Do not start a paid render service.

### Export

**31. GLB delivery.** Input: finished object collection. Route: Local.

> Export only the selected asset collection to GLB with compatible materials. Keep cameras and studio lights out. Re-import into a fresh scene, check dimensions and orientation, and report mesh, material, and triangle counts.

**32. Sequence completion and MP4.** Input: rendered PNG folder. Route: Local.

> Check that frames 0001–0192 exist with no gaps and share 1920 × 1080 dimensions. Encode exactly eight seconds at 24 fps as H.264 MP4. Verify the resulting duration and frame count, then play the clip to inspect the full move.

