PGCRYPT/OpenBlender_Train huggingface dataset:
user: Give a detailed overview of Visibility: syntax, arguments, return values, common patterns.

assistant: # Visibility

The Visibility panel controls how objects are interacted with in the viewport and in the final render.
These visibility options can also be set in the [Outliner](../../../editors/outliner/editing.xhtml).

Selectable
:   The object is able to be selected in the 3D Viewport.

Show In
:   Viewports
    :   The object will be displayed in the 3D Viewport.

    Renders
    :   The object is able to be in the final render, note that it will still be visible in rendered shading view.

Mask
:   Holdout
    :   Render objects as a holdout or matte, creating a hole in the image with zero [Alpha](../../../glossary/index.xhtml#term-Alpha-Channel),
        to fill out in [compositing](../../../compositing/index.xhtml) with real footage or another render.
user: How do I use Inherited Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`UIList.bl_idname`](bpy.types.UIList.html#bpy.types.UIList.bl_idname "bpy.types.UIList.bl_idname") - [`UIList.list_id`](bpy.types.UIList.html#bpy.types.UIList.list_id "bpy.types.UIList.list_id") - [`UIList.layout_type`](bpy.types.UIList.html#bpy.types.UIList.layout_type "bpy.types.UIList.layout_type") - [`UIList.use_filter_show`](bpy.types.UIList.html#bpy.types.UIList.use_filter_show "bpy.types.UIList.use_filter_show") - [`UIList.filter_name`](bpy.types.UIList.html#bpy.types.UIList.filter_name "bpy.types.UIList.filter_name") | - [`UIList.use_filter_invert`](bpy.types.UIList.html#bpy.types.UIList.use_filter_invert "bpy.types.UIList.use_filter_invert") - [`UIList.use_filter_sort_alpha`](bpy.types.UIList.html#bpy.types.UIList.use_filter_sort_alpha "bpy.types.UIList.use_filter_sort_alpha") - [`UIList.use_filter_sort_reverse`](bpy.types.UIList.html#bpy.types.UIList.use_filter_sort_reverse "bpy.types.UIList.use_filter_sort_reverse") - [`UIList.use_filter_sort_lock`](bpy.types.UIList.html#bpy.types.UIList.use_filter_sort_lock "bpy.types.UIList.use_filter_sort_lock") - [`UIList.bitflag_filter_item`](bpy.types.UIList.html#bpy.types.UIList.bitflag_filter_item "bpy.types.UIList.bitflag_filter_item") - [`UIList.bitflag_item_never_show`](bpy.types.UIList.html#bpy.types.UIList.bitflag_item_never_show "bpy.types.UIList.bitflag_item_never_show") |
user: Describe GeometryNodeInputMeshEdgeNeighbors(GeometryNode) from the Blender manual or Python API, including usage steps and snippets.

assistant: # GeometryNodeInputMeshEdgeNeighbors(GeometryNode)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), [`NodeInternal`](bpy.types.NodeInternal.html#bpy.types.NodeInternal "bpy.types.NodeInternal"), [`GeometryNode`](bpy.types.GeometryNode.html#bpy.types.GeometryNode "bpy.types.GeometryNode")

*class* bpy.types.GeometryNodeInputMeshEdgeNeighbors(*GeometryNode*)
:   Retrieve the number of faces that use each edge as one of their sides

    *classmethod* is_registered_node_type()
    :   True if a registered node type

        Returns:
        :   Result

        Return type:
        :   boolean

    *classmethod* input_template(*index*)
    :   Input socket template

        Parameters:
        :   **index** (*int in* *[**0**,* *inf**]*) – Index

        Returns:
        :   result

        Return type:
        :   [`NodeInternalSocketTemplate`](bpy.types.NodeInternalSocketTemplate.html#bpy.types.NodeInternalSocketTemplate "bpy.types.NodeInternalSocketTemplate")

    *classmethod* output_template(*index*)
    :   Output socket template

        Parameters:
        :   **index** (*int in* *[**0**,* *inf**]*) – Index

        Returns:
        :   result

        Return type:
        :   [`NodeInternalSocketTemplate`](bpy.types.NodeInternalSocketTemplate.html#bpy.types.NodeInternalSocketTemplate "bpy.types.NodeInternalSocketTemplate")

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: How do I use Hair Dynamics in Blender? Include parameters, examples, warnings and best practices.

assistant: # Hair Dynamics

Hair particles can have dynamic properties using physics.
To enable hair physics, click the checkbox beside *Hair Dynamics*.

Quality Steps
:   Quality of the simulation in steps per frame (higher is better quality but slower).

Pin Goal Strength
:   Spring stiffness of the vertex target position.
user: Show practical ways to work with NodesModifierPanels(bpy_struct) in a Blender add-on or script – include code.

assistant: # NodesModifierPanels(bpy_struct)

base class — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct")

*class* bpy.types.NodesModifierPanels(*bpy_struct*)
:   State of all panels defined by the node group

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Describe Usage from the Blender manual or Python API, including usage steps and snippets.

assistant: In this example, a plane is warped around the 3D cursor by the indicated number of degrees.

|  |  |
| --- | --- |
| ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_mesh.png   Before. | ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_mesh-90.png   Warp Angle 90. |
| ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_mesh-180.png   Warp Angle 180. | ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_mesh-360.png   Warp Angle 360. |

### Cursor Position & View

The location of the 3D cursor can be used to alter the results of the *Warp* transformation.
As can be seen from the example in this section, the *Warp* radius
is dependent on the distance of the cursor from the selected elements.
The greater the distance, the greater the radius.

The result of the *Warp* transform is also influenced by your current view.
The example in this section shows the results of a 180 degree *Warp* transform applied
to the same Plane mesh when in different views.

This image shows how the Warp transform is influenced by the location of the cursor.

|  |  |
| --- | --- |
| ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_mesh.png   Before. | ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_mesh-180.png   Warp Angle 180. |
| ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_mesh-cursor.png   Before. | ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_mesh-cursor-180.png   Warp Angle 180. |

This image shows the influence of the current view.

|  |  |
| --- | --- |
| ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_view-1.png   Before. | ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_view-2.png   Warp Angle 180 in XZ view. |
| ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_view-3.png   Warp Angle 180 in YZ view. | ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_view-4.png   Warp Angle 180 in User view. |
user: How do I use Refine in Blender? Include parameters, examples, warnings and best practices.

assistant: This operator will run a tracker from previous keyframe to current frame for all selected markers.
Current markers positions are considering initial position guess
which could be updated by a tracker for better match.

Useful in cases when feature disappears from the frame and then appears again. Usage in this case is the following:

- When feature point re-appeared on frame, manually place marker on it.
- Use Refine Markers operation to allow tracker to find a better match.

Depending on direction of tracking use either *Forwards* or *Backwards* refining.
Accordingly if tracking happens forwards, use *Refine Forwards*, otherwise use *Refine Backwards*.

### Backwards

Refine the track backwards.

### Forwards

Refine the track forwards.
user: Describe Bones Influence from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

A bone in Envelope visualization, in Edit Mode.

Basically, a bone controls a geometry when vertices “follow” the bone. This is like how
the muscles and skin of your finger follow your finger-bone when you move a finger.

To do this, you have to define the strength of *influences* a bone has on a certain vertex.

The simplest way is to have each bone affecting those parts of the geometry that are within
a given range from it. This is called the *envelope technique*,
because each bone can control only the geometry “enveloped” by its own influence area.

If a bone is visualized as *Envelope*, in *Edit Mode* and in *Pose Mode*
you can see the area of influence, which depends on:

- The *distance* property and
- the root’s radius and the tip’s radius.

[image reference removed]

Our armature in Envelope visualization, in Pose Mode.

All these influence parameters are further detailed
in the [skinning pages](../skinning/index.xhtml).
user: Give a detailed overview of Spline Types: syntax, arguments, return values, common patterns.

assistant: ### Poly

Poly splines are the simplest type, with no interpolation between control points.
They are used when [converting meshes to curves](../../scene_layout/object/editing/convert.xhtml#bpy-ops-object-convert)
for accurate representation of the original mesh.
While Poly splines are precise, [Bézier](#bezier) or [NURBS](#nurbs) splines are generally preferred for smooth curves.

### Bézier

Bézier splines use control points and handles to define their shape.
A curve segment exists between two control points, with the handles controlling the curvature.

In the illustration below, the control points are at the center of the pink lines, while the handles extend outward.
The arrows represent the curve normals, indicating direction and tilt.

[image reference removed]

Bézier Curve in Edit Mode.

#### Handle Types

Bézier curves support four handle types, which can be changed with `V`:

[image reference removed]

Bézier Curve Handle Types.

Automatic:
:   Automatically adjusts handle length and direction for the smoothest curve.
    Displayed as yellow handles. Converts to *Aligned* when moved.

Vector:
:   Handles point directly toward adjacent control points, enabling straight lines or sharp corners.
    Displayed as green handles. Converts to *Free* when moved.

Aligned:
:   Handles remain on a straight line, ensuring smooth, continuous curves.
    Displayed as purple handles.

Free:
:   Handles move independently, allowing for asymmetric curves.
    Displayed as black handles.

### NURBS

NURBS (Non-Uniform Rational B-Splines) are mathematically precise splines, offering exact shapes.
Unlike Bézier curves, which approximate shapes (e.g., a Bézier circle approximates a perfect circle),
NURBS can represent exact geometry.

For more information, refer to the [Wikipedia page](https://en.wikipedia.org/wiki/NURBS).
user: How do I use White Noise Texture Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # White Noise Texture Node

The *White Noise Texture* node returns a random number based on an input [Seed](../../../glossary/index.xhtml#term-Seed).
The seed can be a number, a 2D vector, a 3D vector, or a 4D vector; depending on the *Dimensions* property.
The output number ranges between zero and one.

[image reference removed]
user: Describe Selecting Outliner Items from the Blender manual or Python API, including usage steps and snippets.

assistant: # Selecting Outliner Items

[image reference removed]

Selected data-blocks with the Cube active.

Selection is done with `LMB` (and/or the [context menu](editing.xhtml#editors-outliner-editing-context-menu))
on the row of a data-block. Single selections will also activate the data-block.
The rows of selected data-blocks are highlighted blue, with the active data-block highlighted in a lighter blue.

Clicking in empty space below the list of data-blocks will deselect all.

Children of a data-block can also be selected by clicking the icon that is displayed to
the right of the parent data-block’s name.
user: Give a detailed overview of NodeSocketGeometry(NodeSocketStandard): syntax, arguments, return values, common patterns.

assistant: # NodeSocketGeometry(NodeSocketStandard)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), [`NodeSocketStandard`](bpy.types.NodeSocketStandard.html#bpy.types.NodeSocketStandard "bpy.types.NodeSocketStandard")

*class* bpy.types.NodeSocketGeometry(*NodeSocketStandard*)
:   Geometry socket of a node

    links
    :   List of node links from or to this socket.

        Type:
        :   [`NodeLinks`](bpy.types.NodeLinks.html#bpy.types.NodeLinks "bpy.types.NodeLinks")

        (readonly)

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Describe Bpy.Types.Nodetreeinterfacesocketvectordirection4D from the Blender manual or Python API, including usage steps and snippets.

assistant: class_py() Inherited Properties Inherited Functions
user: Explain Export Grease Pencil as PDF in complete detail according to the official Blender documentation.

assistant: # Export Grease Pencil as PDF

The Portable Document Format (PDF) is used to exchange documents that can be viewed with many applications, such as
PDF readers and modern browsers. Exporting Grease Pencil animations will create a separate page in the PDF document
for each frame selected.
user: Give a detailed overview of Python Scripting: syntax, arguments, return values, common patterns.

assistant: # Python Scripting

The Python Scripting mode offers full programmable line stylizes.
In this control mode, all styling operations are written as Python scripts referred to as
style modules in the Freestyle terminology. The input to a style module is a view map
(i.e. a set of detected feature edges), and the output is a set of stylized strokes.

A style module is composed of successive calls of five basic operators: selection, chaining,
splitting, sorting and stroke creation. The selection operator identifies a subset of input
feature edges based on one or more user-defined selection conditions (predicates).
The selected edges are processed with the chaining,
splitting and sorting operators to build chains of feature edges. These operators are also
controlled by user-supplied predicates and functions in order to determine how to transform
the feature edges into chains. Finally, the chains are transformed into stylized strokes
by the stroke creation operator, which takes a list of user-defined stroke shaders.

Python style modules are stored within blend-files as text data-blocks.
External style module files first need to be loaded in the Text Editor.
Then the select menu within an entry of the style module stack
allows you to select a module from the list of loaded style modules.

[image reference removed]

A screen capture of a style module `cartoon.py` loaded in the Text Editor (left),
as well as Freestyle options in the Python Scripting mode in the View Layers buttons (right).

Freestyle for Blender comes with a number of Python style modules that can serve as a starting
point of your own style module writing. See also the section of the Freestyle Python API in
the Blender Python API reference manual for the full detail of style module constructs.

|  |  |
| --- | --- |
| ../../_images/render_freestyle_python_scripting-mode-example-1.jpg   By T.K. using the Python Scripting mode ([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Turning_Pages.zip), CC0). | ../../_images/render_freestyle_python_scripting-mode-example-2.png   By T.K. using the Python Scripting mode ([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Lily_Broken_Topology.zip), CC0). |
user: Explain UV Rip Move in complete detail according to the official Blender documentation.

assistant: The *UV Rip Move* operator separates selected UV elements (vertices, edges, or faces) from connected components,
creating a “rip” in the UV map. After the separation, the selection enters move mode,
allowing precise control over where and how the UV elements are pulled apart.

This is useful for isolating UV islands or unwrapping overlapping elements
without affecting surrounding geometry.

|  |  |
| --- | --- |
| ../../../_images/modeling_meshes_uv_tools_rip_before.png   Before. | ../../../_images/modeling_meshes_uv_tools_rip_after.png   After. |
user: Provide the full official documentation entry for Sampling, preserving all code examples.

assistant: # Sampling

Sampling is the process of tracing rays from the camera into the scene and
bouncing them around until they reach a light source such as a Light object,
an emissive mesh, or the world background. The algorithm for this is known
as the integrator.

Viewport (Max) Samples
:   The number of paths to trace per pixel in the 3D Viewport
    (when using the *Rendered* [shading mode](../../../editors/3dview/display/shading.xhtml)).
    Setting this value to zero enables indefinite sampling.

Render (Max) Samples
:   The number of paths to trace per pixel in the final render.
    A higher number results in a cleaner image at the cost of a longer render time.

Time Limit
:   Stops rendering if the time exceeds the limit, even if the desired sample count
    hasn’t been reached yet. Setting this value to zero disables the limit.
user: Explain spines.basic_spine in complete detail according to the official Blender documentation.

assistant: Defines a bendy and stretchy b-bones spine.

Pivot Position (integer)
:   Defines the pivot position for torso and hips.

Assign Tweak Layers
:   If enabled, allows placing the Tweak controls in different bone collections from the IK bones.

FK Controls
:   Specifies whether to generate an FK control chain.

Assign FK Layers
:   If enabled, allows placing the FK chain in different bone collections from the IK bones.
user: How do I use Inherited Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`Modifier.name`](bpy.types.Modifier.html#bpy.types.Modifier.name "bpy.types.Modifier.name") - [`Modifier.type`](bpy.types.Modifier.html#bpy.types.Modifier.type "bpy.types.Modifier.type") - [`Modifier.show_viewport`](bpy.types.Modifier.html#bpy.types.Modifier.show_viewport "bpy.types.Modifier.show_viewport") - [`Modifier.show_render`](bpy.types.Modifier.html#bpy.types.Modifier.show_render "bpy.types.Modifier.show_render") - [`Modifier.show_in_editmode`](bpy.types.Modifier.html#bpy.types.Modifier.show_in_editmode "bpy.types.Modifier.show_in_editmode") - [`Modifier.show_on_cage`](bpy.types.Modifier.html#bpy.types.Modifier.show_on_cage "bpy.types.Modifier.show_on_cage") | - [`Modifier.show_expanded`](bpy.types.Modifier.html#bpy.types.Modifier.show_expanded "bpy.types.Modifier.show_expanded") - [`Modifier.is_active`](bpy.types.Modifier.html#bpy.types.Modifier.is_active "bpy.types.Modifier.is_active") - [`Modifier.use_pin_to_last`](bpy.types.Modifier.html#bpy.types.Modifier.use_pin_to_last "bpy.types.Modifier.use_pin_to_last") - [`Modifier.is_override_data`](bpy.types.Modifier.html#bpy.types.Modifier.is_override_data "bpy.types.Modifier.is_override_data") - [`Modifier.use_apply_on_spline`](bpy.types.Modifier.html#bpy.types.Modifier.use_apply_on_spline "bpy.types.Modifier.use_apply_on_spline") - [`Modifier.execution_time`](bpy.types.Modifier.html#bpy.types.Modifier.execution_time "bpy.types.Modifier.execution_time") - [`Modifier.persistent_uid`](bpy.types.Modifier.html#bpy.types.Modifier.persistent_uid "bpy.types.Modifier.persistent_uid") |
user: Describe Inherited Properties from the Blender manual or Python API, including usage steps and snippets.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`BoidRule.name`](bpy.types.BoidRule.html#bpy.types.BoidRule.name "bpy.types.BoidRule.name") - [`BoidRule.type`](bpy.types.BoidRule.html#bpy.types.BoidRule.type "bpy.types.BoidRule.type") | - [`BoidRule.use_in_air`](bpy.types.BoidRule.html#bpy.types.BoidRule.use_in_air "bpy.types.BoidRule.use_in_air") - [`BoidRule.use_on_land`](bpy.types.BoidRule.html#bpy.types.BoidRule.use_on_land "bpy.types.BoidRule.use_on_land") |
user: Describe Example from the Blender manual or Python API, including usage steps and snippets.

assistant: The image below shows the difference between rotating an object
around the 3D Cursor (left) and rotating it around the
[Median Point](median_point.html) (right).

[image reference removed]

Rotation around the 3D Cursor compared to the Median Point.
user: What is Options and how is it used in Blender Python scripting?

assistant: Node Group
:   A [Node Group](../../interface/controls/nodes/groups.xhtml) with the geometry input and output.
    Those are respectively what is received and passed to the previous and next modifier in the stack.
    See [Nodes](../geometry_nodes/index.xhtml) for all available nodes.

Inputs
:   A list of the node group’s inputs which can have unique values even
    if the group is shared among multiple modifiers.

    If the input is connected to a [Field](../geometry_nodes/fields.xhtml) socket,
    there will be a toggle to switch between using a single value for the input or
    using an attribute on the input geometry. Using an attribute for input means the
    value can be different for every element.

    The attribute name used by default when using the node group in a modifier for the first
    time is defined in the [node group inputs panel](../../interface/controls/nodes/groups.xhtml).

### Warnings

Nodes that show a warning message in the node editor will also show that message here.

Custom warning messages can be created using the [Warning Node](../geometry_nodes/output/warning.xhtml).

### Output Attributes

By connecting a field socket to the group output node,
you can create custom [Attributes](../geometry_nodes/attributes_reference.xhtml)
from a [Field](../geometry_nodes/fields.xhtml) output of any node in the node tree.
The domain of the attribute must be specified in the group node’s output properties.
Note, this does not work with [Instanced Data](../geometry_nodes/instances.xhtml).

The attribute name used by default when using the node group in a modifier for the first
time is defined in the [node group outputs panel](../../interface/controls/nodes/groups.xhtml).

This panel is hidden unless output node has attribute sockets.

### Manage

Displays options for managing data within the node group,

The *Manage* panel can be hidden by disabling *Show Manage Panel*
in the modifier’s header options.
This controls whether the panel is shown for that specific modifier.

To disable the panel by default for new modifiers created from a node group asset,
toggle [Show Manage Panel Geometry Nodes](../../interface/controls/nodes/groups.xhtml#bpy-types-geometrynodetree-show-modifier-manage-panel)
in the node group’s properties.

#### Bake

Bake Target
:   Specifies where baked data should be stored. This can be overridden for individual bakes.

    Packed:
    :   The baked data is packed into the .blend file. So no separate file is necessary.

    Disk:
    :   The baked data is stored in a separate directory on disk.

Bake Path
:   Location on disk where the baked data for
    [Simulation Zones](../geometry_nodes/simulation/simulation_zone.xhtml)
    and [Bake Nodes](../geometry_nodes/geometry/operations/bake.xhtml) are stored.

#### Named Attributes

This panel displays information about all custom named attributes used by the node group.
More information is available in the
[geometry nodes inspection page](../geometry_nodes/inspection.xhtml#bpy-types-spacenodeoverlay-show-named-attributes).
user: Describe Viewport Preview from the Blender manual or Python API, including usage steps and snippets.

assistant: Before rendering your scene, you can save a Viewport Preview of the animation for testing in the final display.
In the Render Output panel you can choose the output *Views Format*.

The options include individual files per view, top-bottom, anaglyph among others.
Pick the one that fits your display requirements.
user: Provide the full official documentation entry for Laptops, preserving all code examples.

assistant: Laptops often have two GPUs for power saving purposes. One slower onboard GPU integrated into the main CPU (typically
Intel or AMD) that uses lower power, and one faster dedicated GPU for better performance (AMD or NVIDIA) that uses
more power.

For the best performance, the dedicated GPU should be used for Blender. Which GPU to use for which application can be
configured in your graphics driver or operating system settings.

If there is a graphics glitch or crash specific to the onboard GPU, then using the dedicated GPU can help avoid that.
Or vice versa, if the dedicated GPU causes issues, then using the onboard graphics can help.
user: Show practical ways to work with Introduction in a Blender add-on or script – include code.

assistant: # Introduction

The Image Editor lets you create, view, and edit images,
as well as see render results and intermediate
[Compositor](../../compositing/introduction.xhtml) output.

[image reference removed]

Image Editor with a test grid texture.
user: Give a detailed overview of Fcurve Auto Smoothing Items: syntax, arguments, return values, common patterns.

assistant: # Fcurve Auto Smoothing Items

NONE:
:   None.

    Automatic handles only take immediately adjacent keys into account.

CONT_ACCEL:
:   Continuous Acceleration.

    Automatic handles are adjusted to avoid jumps in acceleration, resulting in smoother curves. However, key changes may affect interpolation over a larger stretch of the curve..
user: Show practical ways to work with Metadata in a Blender add-on or script – include code.

assistant: Lists information that has been encoded in the currently visible movie or image file
(*not* the file referenced by the selected strip). This can include the filename,
the creation date, the camera model etc. This also works for images produced by Blender;
see [Render Output](../../../render/output/properties/metadata.html) for the metadata
that can be included in this case.

Other graphics programs may also store metadata,
but only the text in the header field “Comments” can be read.

Some of this metadata can also be made visible in the preview with the
[Metadata overlay](display/overlays.html#bpy-types-sequencerpreviewoverlay-show-metadata).
user: Show practical ways to work with Inputs in a Blender add-on or script – include code.

assistant: Index
:   The [index](../../geometry/read/input_index.html) of the element in the selected domain
    to retrieve data from, i.e. “the fourth face”, or “the first control point”.

Value
:   The field to retrieve data from.
user: Explain Dependency graph: Iterate over all object instances in complete detail according to the official Blender documentation.

assistant: Sometimes it is needed to know all the instances with their matrices (for example, when writing an
exporter or a custom render engine).
This example shows how to access all objects and instances in the scene.

```
import bpy

class OBJECT_OT_object_instances(bpy.types.Operator):
    """Access original object and do something with it"""
    bl_label = "DEG Iterate Object Instances"
    bl_idname = "object.object_instances"

    def execute(self, context):
        depsgraph = context.evaluated_depsgraph_get()
        for object_instance in depsgraph.object_instances:
            # This is an object which is being instanced.
            obj = object_instance.object
            # `is_instance` denotes whether the object is coming from instances (as an opposite of
            # being an emitting object. )
            if not object_instance.is_instance:
                print(f"Object {obj.name} at {object_instance.matrix_world}")
            else:
                # Instanced will additionally have fields like uv, random_id and others which are
                # specific for instances. See Python API for DepsgraphObjectInstance for details,
                print(f"Instance of {obj.name} at {object_instance.matrix_world}")
        return {'FINISHED'}

def register():
    bpy.utils.register_class(OBJECT_OT_object_instances)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_object_instances)

if __name__ == "__main__":
    register()
```
user: What is ShaderNodeRGBToBW(ShaderNode) and how is it used in Blender Python scripting?

assistant: # ShaderNodeRGBToBW(ShaderNode)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), [`NodeInternal`](bpy.types.NodeInternal.html#bpy.types.NodeInternal "bpy.types.NodeInternal"), [`ShaderNode`](bpy.types.ShaderNode.html#bpy.types.ShaderNode "bpy.types.ShaderNode")

*class* bpy.types.ShaderNodeRGBToBW(*ShaderNode*)
:   Convert a color’s luminance to a grayscale value

    *classmethod* is_registered_node_type()
    :   True if a registered node type

        Returns:
        :   Result

        Return type:
        :   boolean

    *classmethod* input_template(*index*)
    :   Input socket template

        Parameters:
        :   **index** (*int in* *[**0**,* *inf**]*) – Index

        Returns:
        :   result

        Return type:
        :   [`NodeInternalSocketTemplate`](bpy.types.NodeInternalSocketTemplate.html#bpy.types.NodeInternalSocketTemplate "bpy.types.NodeInternalSocketTemplate")

    *classmethod* output_template(*index*)
    :   Output socket template

        Parameters:
        :   **index** (*int in* *[**0**,* *inf**]*) – Index

        Returns:
        :   result

        Return type:
        :   [`NodeInternalSocketTemplate`](bpy.types.NodeInternalSocketTemplate.html#bpy.types.NodeInternalSocketTemplate "bpy.types.NodeInternalSocketTemplate")

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`GeometryNodeFieldToGrid.grid_items`](bpy.types.GeometryNodeFieldToGrid.html#bpy.types.GeometryNodeFieldToGrid.grid_items "bpy.types.GeometryNodeFieldToGrid.grid_items") - [`GeometryNodeFieldToGridItems.new`](bpy.types.GeometryNodeFieldToGridItems.html#bpy.types.GeometryNodeFieldToGridItems.new "bpy.types.GeometryNodeFieldToGridItems.new") | - [`GeometryNodeFieldToGridItems.remove`](bpy.types.GeometryNodeFieldToGridItems.html#bpy.types.GeometryNodeFieldToGridItems.remove "bpy.types.GeometryNodeFieldToGridItems.remove") |
user: Explain Collision in complete detail according to the official Blender documentation.

assistant: # Collision

[Particles](particles/index.xhtml), [Soft Bodies](soft_body/index.xhtml)
and [Cloth objects](cloth/index.xhtml) may collide with mesh objects.
[Boids](particles/emitter/physics/boids.xhtml) try to avoid *Collision* objects.

- You may limit the effect on particles to a group of objects
  (in the [Field Weights panel](particles/emitter/force_field.xhtml)).
- *Deflection* for soft body objects is difficult, they often penetrate the colliding objects.
- Hair particles ignore deflecting objects
  (but you can animate them as soft bodies which take deflection into account).

If you change the deflection settings for an object you have to recalculate the particle,
soft body or cloth system by *Delete Bake*, this is not done automatically.

[image reference removed]

A collider object can be temporarily disabled via an animatable toggle to
the right of the button that permanently activates or deactivates it.
user: Explain AlphaOverStrip(EffectStrip) in complete detail according to the official Blender documentation.

assistant: # AlphaOverStrip(EffectStrip)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), [`EffectStrip`](bpy.types.EffectStrip.html#bpy.types.EffectStrip "bpy.types.EffectStrip")

*class* bpy.types.AlphaOverStrip(*EffectStrip*)
:   Alpha Over Strip

    input_1
    :   First input for the effect strip

        Type:
        :   [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), (never None)

    input_2
    :   Second input for the effect strip

        Type:
        :   [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), (never None)

    input_count
    :   Type:
        :   int in [0, inf], default 0, (readonly)

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Describe Example from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

In this example a simple subdivided cube has been transformed into a rather complex object using
a stack of modifiers.

[Download example file](https://archive.blender.org/wiki/2015/index.php/File:25-Manual-Modifiers-example.blend).
user: Explain Examples in complete detail according to the official Blender documentation.

assistant: |  |  |  |
| --- | --- | --- |
| <../../../_images/modeling_modifiers_generate_remesh_example-none.png>   Unmodified mesh. | <../../../_images/modeling_modifiers_generate_remesh_example-blocks-depth-3.png>   Blocks mode with Octree Depth 3. | <../../../_images/modeling_modifiers_generate_remesh_example-smooth-depth-3.png>   Smooth mode with Octree Depth 3. |
| <../../../_images/modeling_modifiers_generate_remesh_example-sharp-depth-2.png>   Sharp mode with Octree Depth 2. | <../../../_images/modeling_modifiers_generate_remesh_example-sharp-depth-3.png>   Sharp mode with Octree Depth 3. | <../../../_images/modeling_modifiers_generate_remesh_example-sharp-depth-4.png>   Sharp mode with Octree Depth 4. |

[[image reference removed]](../../../_images/modeling_modifiers_generate_remesh_example-text-topology.png)

The Remesh Modifier applied to a text to improve its topology.

[Animated Example](https://www.youtube.com/watch?v=Mh-gUnS2c0Y)
user: Give a detailed overview of Unwrapping in Multiple Steps: syntax, arguments, return values, common patterns.

assistant: If you unwrap an entire mesh in one go, the resulting UV map may look rather messy.
In the example below, the ear and facial features are squashed and the neck is stretched
out way too far:

[image reference removed]

Bad unwrap, note ear and neck.

While you could of course start fixing this UV map by hand, it’s probably a better
idea to drop it and unwrap the mesh differently. We’ll divide it into pieces,
unwrapping each one separately with the most suitable projection.

We start by selecting just the head – excluding the eyes, ears, and neck –
and unwrapping it using [Sphere Projection](../../editing/uv.xhtml#bpy-ops-uv-sphere-project):

[image reference removed]

Unwrapping just the head.

Next, select the ear, align the 3D Viewport view to look straight at it,
and unwrap it using [Project from View](../../editing/uv.xhtml#bpy-ops-uv-project-from-view).

[image reference removed]

Unwrapping the ear.

The UV Editor only shows the ear at this point, but don’t worry: the UV coordinates
for the head are still there, just hidden. To make them visible again, either
select the head in the 3D Viewport again or enable
[Sync Selection](../../../../editors/uv/selecting.xhtml#bpy-types-toolsettings-use-uv-select-sync) in the UV Editor.

Next, you can unwrap the neck using [Cylinder Projection](../../editing/uv.xhtml#bpy-ops-uv-cylinder-project).

Once everything is unwrapped, you can select the whole mesh in the 3D Viewport to
see to the full UV map. Most likely, the different UV parts or “islands” will be
overlapping; you can fix this in the following ways:

- For each island, select a vertex and press `Ctrl`-`L` to select all the vertices
  it’s connected (Linked) to. You can also hover over the vertex and press `L`,
  or simply set the [Selection Mode](../../../../editors/uv/selecting.xhtml#bpy-ops-uv-select-mode) to *Island*.
  Once the island is selected, scale it down and move it to a place where it no
  longer overlaps the others.
- Alternatively, you can simply click [Pack Islands](../editing.xhtml#bpy-ops-uv-pack-islands) in the menu
  to have Blender lay out the islands automatically.

[image reference removed]

UV maps arranged together and stitched.

As a final step, you can align the islands to each other by moving and scaling,
then connect them using [Merge](../editing.xhtml#bpy-ops-uv-weld) – or better yet, [Stitch](../editing.xhtml#bpy-ops-uv-stitch).
user: Explain Subtract Strip in complete detail according to the official Blender documentation.

assistant: # Subtract Strip

This effect takes away one strip’s color from the second.

Make a negative of an image using this effect,
or switch the order of the strips and just darken the strip.
Subtracting a hue of blue from a white image will make it yellow,
since red and green make yellow.
user: Give a detailed overview of CompositorNodeAntiAliasing(CompositorNode): syntax, arguments, return values, common patterns.

assistant: # CompositorNodeAntiAliasing(CompositorNode)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), [`NodeInternal`](bpy.types.NodeInternal.html#bpy.types.NodeInternal "bpy.types.NodeInternal"), [`CompositorNode`](bpy.types.CompositorNode.html#bpy.types.CompositorNode "bpy.types.CompositorNode")

*class* bpy.types.CompositorNodeAntiAliasing(*CompositorNode*)
:   Smooth away jagged edges

    *classmethod* is_registered_node_type()
    :   True if a registered node type

        Returns:
        :   Result

        Return type:
        :   boolean

    *classmethod* input_template(*index*)
    :   Input socket template

        Parameters:
        :   **index** (*int in* *[**0**,* *inf**]*) – Index

        Returns:
        :   result

        Return type:
        :   [`NodeInternalSocketTemplate`](bpy.types.NodeInternalSocketTemplate.html#bpy.types.NodeInternalSocketTemplate "bpy.types.NodeInternalSocketTemplate")

    *classmethod* output_template(*index*)
    :   Output socket template

        Parameters:
        :   **index** (*int in* *[**0**,* *inf**]*) – Index

        Returns:
        :   result

        Return type:
        :   [`NodeInternalSocketTemplate`](bpy.types.NodeInternalSocketTemplate.html#bpy.types.NodeInternalSocketTemplate "bpy.types.NodeInternalSocketTemplate")

    update()

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Describe PathCompareCollection(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # PathCompareCollection(bpy_struct)

base class — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct")

*class* bpy.types.PathCompareCollection(*bpy_struct*)
:   Collection of paths

    *classmethod* new()
    :   Add a new path

        Return type:
        :   [`PathCompare`](bpy.types.PathCompare.html#bpy.types.PathCompare "bpy.types.PathCompare")

    *classmethod* remove(*pathcmp*)
    :   Remove path

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain Inherited Properties in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") | - [`LineStyleGeometryModifier.name`](bpy.types.LineStyleGeometryModifier.html#bpy.types.LineStyleGeometryModifier.name "bpy.types.LineStyleGeometryModifier.name") |
user: Give a detailed overview of Transform: syntax, arguments, return values, common patterns.

assistant: An F-Curve can be edited by transforming the locations of its keyframes.

Move, Rotate, Scale
:   Like other elements in Blender, keyframes can be
    moved, rotated, and scaled as described in
    [Basic Transformations](../../../scene_layout/object/editing/transform/introduction.xhtml).

Extend `E`
:   Lets you quickly move the selected keyframes that are on a certain side of the Playhead.
    This is handy if you need to, say, move all the keyframes after a certain time point to
    the right to make space for new ones.

    To use this operator, first select some or all keyframes and place your mouse cursor to
    the left or right of the Playhead. Then, press `E`, move the mouse to move (only)
    the keyframes on that side of the Playhead, and press `LMB` to confirm
    (or `RMB` to cancel).

While transforming keyframes, you can hold `Shift` to move them more slowly for
better precision, or `Ctrl` to move them in coarse increments.
user: Explain DATA_UL_bone_collections(UIList) in complete detail according to the official Blender documentation.

assistant: # DATA_UL_bone_collections(UIList)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`UIList`](bpy.types.UIList.html#bpy.types.UIList "bpy.types.UIList")

*class* bpy.types.DATA_UL_bone_collections(*UIList*)
:   draw_item(*_context*, *layout*, *armature*, *bcoll*, *_icon*, *_active_data*, *_active_propname*, *_index*)

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: What is Introduction and how is it used in Blender Python scripting?

assistant: # Introduction

Blender provides a variety of operators for editing meshes.
These operators are used to add, duplicate, move and delete elements.

These are available through the Menus in the 3D Viewport header, and context menus in the 3D Viewport,
as well as individual shortcut keys.

These transform operators are available in the *Transform* section of the *Mesh* menu in the header.
Note that, some of these can also be used on other editable objects, like curves, surfaces, and lattices.
user: How do I use World Volume in Blender? Include parameters, examples, warnings and best practices.

assistant: A volume shader can also be applied to the world, filling the entire space.

Currently, this is most useful for night time or other dark scenes,
as the world surface shader or sun lights will have no effect if a volume shader is used.
This is because the world background is assumed to be infinitely far away,
which is accurate enough for the sun for example.
However, for modeling effects such as fog or atmospheric scattering,
it is not a good assumption that the volume fills the entire space,
as most of the distance between the sun and the earth is empty space.
For such effects it is be better to create a volume object surrounding the scene.
The size of this object will determine how much light is scattered or absorbed.