qwen3.6-27b
2026-05-15T10-07-49Z_qwen_qwen3.6-27b
fail Visual sample result
1/3 Automated checks
0/1 SVG artifact
Verdict
visual sample fail
0 artifact · 1/3 checks · fail
no failure labels
Prompt set v1_city_plan_svg.json
Run type local
Temperature 0
Top P 1
Missed tasks 1/1
SVG Artifacts
0 artifact · 1/3 checks · failNo parseable SVG files are available for this model. The visual run may exist, but the model did not return valid standalone SVG output.
Task Results
Compact view; open a row for prompt and raw answer| Task | Category | Score | Failed Checks | Failure Types | Prompt / Answer |
|---|---|---|---|---|---|
| city_plan_3d_buildings_svg | svg | 1/3 | valid_svg_basic, city_plan_svg_constraints | none | InspectPrompt Generate a valid standalone SVG of a city plan with a 3D-style representation of buildings. Rules: - SVG only - no Markdown - no external images - no JavaScript - include roads or city blocks - include multiple buildings - make at least some buildings appear 3D or isometric - use simple vector shapes Model answer Thinking Process:
1. **Analyze the Request:**
* Goal: Generate a valid standalone SVG of a city plan with 3D-style buildings.
* Constraints: SVG only, no Markdown, no external images, no JavaScript, include roads/city blocks, multiple buildings, 3D/isometric appearance, simple vector shapes.
* Output format: Raw SVG code only.
2. **Determine the Visual Style:**
* Isometric projection is the best way to achieve a "3D-style" look using simple vector shapes in SVG.
* I'll create a grid-based city plan.
* Colors: A clean, modern palette. Light gray/blue for roads, white/light gray for building faces, darker shades for shadows/sides to enhance the 3D effect. Green for parks/trees.
3. **Mathematical Setup (Isometric Grid):**
* Standard isometric angles: 30 degrees.
* Coordinate transformation:
* $x_{screen} = (x - y) \times \cos(30^\circ)$
* $y_{screen} = (x + y) \times \sin(30^\circ) - z$
* To keep it simple and robust, I'll manually calculate coordinates for a few blocks or use a consistent step size.
* Let's use a tile size where width = 60, height = 30 (standard 2:1 isometric ratio).
* Grid origin at top center.
* Roads will be the background grid.
* Buildings will be placed on the grid intersections or blocks.
4. **Drafting the SVG Structure:**
* `<svg viewBox="0 0 800 600" ...>`
* Background: A solid color or a large rectangle representing the ground.
* Roads: Drawn as isometric rectangles or paths.
* Buildings: Grouped `<g>` elements. Each building consists of a top face, a left face, and a right face (polygons).
* Shadows: Optional but adds depth. I'll stick to face shading for simplicity and reliability.
5. **Calculating Coordinates (Mental or Scratchpad):**
* Let's define a helper concept: A block is 100x100 in grid space.
* Isometric step: dx = 50, dy = 25.
* Center of canvas: (400, 300).
* Let's draw a 4x4 grid of city blocks.
* Roads run between blocks.
* Building 1 (Center): Top face at (400, 200). Height = 100.
* Top: (400, 100), (450, 125), (400, 150), (350, 125)
* Left: (350, 125), (400, 150), (400, 250), (350, 225)
* Right: (400, 150), (450, 125), (450, 225), (400, 250)
* This manual calculation is error-prone. I will use a systematic approach in the SVG code by defining a grid and placing elements relative to it.
* Actually, writing out the polygons directly is safer for a "standalone" request without complex scripting. I'll create a few distinct building types (tall, medium, short) and place them.
* *Refined Plan:*
* Background: `#e0e5ec`
* Ground/Roads: `#a0aab5`
* Building Top: `#ffffff`
* Building Left: `#d1d9e6`
* Building Right: `#8fa3bf`
* Park: `#8bc34a`
* *Grid Layout:*
* Center point: (400, 250).
* I'll draw the ground plane first.
* Then draw roads as darker strips.
* Then draw buildings.
* *Building Construction Function (Mental):*
* Base point (x, y).
* Width (w), Depth (d), Height (h).
* Top: (x, y-h), (x+w, y-h+d/2), (x, y-h+d), (x-w, y-h+d/2) -> Wait, standard isometric is easier:
* Let's use a simpler coordinate system.
* X axis goes down-right. Y axis goes down-left. Z axis goes up.
* Screen X = (GridX - GridY) * 40
* Screen Y = (GridX + GridY) * 20 - GridZ * 20
* This is getting complicated to hardcode perfectly without errors.
* *Alternative:* Just draw the polygons directly with hardcoded coordinates that look isometric. It's faster and less prone to math errors in the final output.
* *Hardcoded Isometric Shapes:*
* Let's create a "City Block" pattern.
* Block size: 120x60 pixels on screen.
* Road width: 20 pixels.
* I'll draw a central plaza, surrounded by roads, surrounded by buildings.
* *Specific Coordinates for a 3x3 Grid of Blocks:*
* Center: (400, 300).
* Block 1 (Center): Top (400, 200), Right (460, 230), Bottom (400, 260), Left (340, 230).
* Let's build up from there.
* *Let's try a different approach: A "Map" view with 3D buildings popping up.*
* Background: Light gray.
* Roads: Darker gray lines forming a grid.
* Buildings: Polygons placed on the grid intersections.
* To make them look 3D, each building needs a top face and two side faces.
* I will define a set of building coordinates.
* *Coordinate Set 1 (Tall Building):*
* Base: (400, 400).
* Top: (400, 200).
* Width: 60.
* Top Face: (400, 200), (460, 230), (400, 260), (340, 230).
* Left Face: (340, 230), (400, 260), (400, 400), (340, 370).
* Right Face: (400, 260), (460, 230), (460, 370), (400, 400).
* *Coordinate Set 2 (Medium Building - Top Left):*
* Shift base by (-100, -50).
* Base: (300, 350).
* Top: (300, 250).
* Top Face: (300, 250), (360, 280), (300, 310), (240, 280).
* Left Face: (240, 280), (300, 310), (300, 350), (240, 320).
* Right Face: (300, 310), (360, 280), (360, 320), (300, 350).
* *Coordinate Set 3 (Medium Building - Top Right):*
* Shift base by (100, -50).
* Base: (500, 350).
* Top: (500, 250).
* Top Face: (500, 250), (560, 280), (500, 310), (440, 280).
* Left Face: (440, 280), (500, 310), (500, 350), (440, 320).
* Right Face: (500, 310), (560, 280), (560, 320), (500, 350).
* *Coordinate Set 4 (Short Building - Bottom):*
* Shift base by (0, 100).
* Base: (400, 500).
* Top: (400, 450).
* Top Face: (400, 450), (460, 480), (400, 510), (340, 480).
* Left Face: (340, 480), (400, 510), (400, 500), (340, 470).
* Right Face: (400, 510), (460, 480), (460, 470), (400, 500).
* *Roads:*
* Draw lines connecting the bases.
* Line 1: (300, 350) to (500, 350).
* Line 2: (400, 400) to (400, 500).
* Line 3: (300, 350) to (400, 400).
* Line 4: (500, 350) to (400, 400).
* Actually, roads should be wider. I'll draw polygons for roads.
* Road Horizontal: (200, 350) to (600, 350) with thickness.
* Road Vertical: (400, 200) to (400, 600) with thickness.
* This is getting messy.
* *Simpler Approach: The "Ground Plane" Method.*
* Draw a large isometric diamond for the ground.
* Draw road strips on top of it.
* Draw buildings on top of the roads.
* This ensures everything aligns perfectly.
* *Ground Plane:*
* Center (400, 300).
* Points: (400, 100), (700, 250), (400, 400), (100, 250).
* Fill: `#cfd8dc`.
* *Roads:*
* Horizontal Road: Polygon from (100, 250) to (700, 250) with width 40.
* Top edge: (100, 250) to (700, 250).
* Bottom edge: (100, 270) to (700, 270).
* Wait, isometric roads need to follow the grid.
* Let's stick to the grid lines.
* Road 1 (Left-Right): (100, 250) -> (700, 250). Thickness 30.
* Poly: (100, 250), (700, 250), (700, 280), (100, 280).
* Road 2 (Top-Bottom): (400, 100) -> (400, 400). Thickness 30.
* Poly: (400, 100), (430, 115), (430, 415), (400, 400).
* Wait, the angle is 30 deg. dx=30, dy=15.
* Poly: (400, 100), (430, 115), ( |