PGCRYPT/OpenBlender_Train huggingface dataset:
user: Provide the full official documentation entry for LineStyleGeometryModifier_Blueprint(LineStyleGeometryModifier), preserving all code examples.

assistant: # LineStyleGeometryModifier_Blueprint(LineStyleGeometryModifier)

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

*class* bpy.types.LineStyleGeometryModifier_Blueprint(*LineStyleGeometryModifier*)
:   Produce a blueprint using circular, elliptic, and square contour strokes

    backbone_length
    :   Amount of backbone stretching

        Type:
        :   float in [-inf, inf], default 0.0

    expanded
    :   True if the modifier tab is expanded

        Type:
        :   boolean, default False

    random_backbone
    :   Randomness of the backbone stretching

        Type:
        :   int in [0, inf], default 0

    random_center
    :   Randomness of the center

        Type:
        :   int in [0, inf], default 0

    random_radius
    :   Randomness of the radius

        Type:
        :   int in [0, inf], default 0

    rounds
    :   Number of rounds in contour strokes

        Type:
        :   int in [1, 1000], default 0

    shape
    :   Select the shape of blueprint contour strokes

        - `CIRCLES`
          Circles – Draw a blueprint using circular contour strokes.
        - `ELLIPSES`
          Ellipses – Draw a blueprint using elliptic contour strokes.
        - `SQUARES`
          Squares – Draw a blueprint using square contour strokes.

        Type:
        :   enum in [`'CIRCLES'`, `'ELLIPSES'`, `'SQUARES'`], default `'CIRCLES'`

    type
    :   Type of the modifier

        Type:
        :   enum in [Linestyle Geometry Modifier Type Items](bpy_types_enum_items/linestyle_geometry_modifier_type_items.html#rna-enum-linestyle-geometry-modifier-type-items), default `'2D_OFFSET'`, (readonly)

    use
    :   Enable or disable this modifier during stroke rendering

        Type:
        :   boolean, default False

    *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](#bpy.types.LineStyleGeometryModifier_Blueprint.type "bpy.types.LineStyleGeometryModifier_Blueprint.type")
user: Describe Channels Region from the Blender manual or Python API, including usage steps and snippets.

assistant: The Channels region shows the Grease Pencil object in light blue and its
[layers](../../../grease_pencil/properties/layers.html) in gray.
Layers have the following settings:

Opacity
:   The layer’s [opacity](../../../grease_pencil/properties/layers.html#bpy-types-greasepencillayer-opacity).

Use Mask
:   Toggle the layer’s [masks](../../../grease_pencil/properties/layers.html#bpy-types-greasepenciltreenode-use-masks) on or off.

Onion Skinning
:   Toggle [onion skinning](../../../grease_pencil/properties/onion_skinning.html).

Visibility (eye icon)
:   Toggle layer visibility in the viewport and in render.

Show all keyframes (checkbox)
:   When unchecked, the layer gets frozen in its current state, and moving to
    a different keyframe will no longer change its appearance.

Lock (padlock)
:   Locked layers can’t be edited.
user: What is Limitations/Considerations and how is it used in Blender Python scripting?

assistant: The positioning of the instanced geometry relative to the face is dependent upon the position
of the child objects relative to the instancer’s origin. This can lead to some visual artifacts
in the 3D Viewport as the geometry of the original objects overlaps or intersects with
the instanced geometry.
One workaround is to move the origin of the instancer mesh off of the plane of the faces.

If the geometry of the children is not symmetrical then the orientation of the face
(as determined by the order of its vertices) could matter. As of 2.70 Blender does not have
tools which allow you to adjust the ordering of the vertices on a face.

However, there is a workflow that lets you control for this. Make a single square and
enable the *Instancing Faces* so you can see the instanced geometry in the 3D Viewport.
If the orientation is not what you want, rotate the face until it is how you want.
Typically you want to do the rotation in Edit Mode, not Object Mode,
but this is not a hard rule.

Once you have the orientation correct,
Duplicate the face and move the duplicate where you want it.
Repeat this process until you have enough faces.
Since it is common for these faces to butt up against one another,
your geometry will have lots of duplicate vertices.
Use the *Merge by Distance* button in the Tools panel.

Demo Video

[A short video illustrating this workflow](https://www.youtube.com/watch?v=diI8xJ9oo_8)
user: How do I use DynamicPaintModifier(Modifier) in Blender? Include parameters, examples, warnings and best practices.

assistant: # DynamicPaintModifier(Modifier)

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

*class* bpy.types.DynamicPaintModifier(*Modifier*)
:   Dynamic Paint modifier

    brush_settings
    :   Type:
        :   [`DynamicPaintBrushSettings`](bpy.types.DynamicPaintBrushSettings.html#bpy.types.DynamicPaintBrushSettings "bpy.types.DynamicPaintBrushSettings"), (readonly)

    canvas_settings
    :   Type:
        :   [`DynamicPaintCanvasSettings`](bpy.types.DynamicPaintCanvasSettings.html#bpy.types.DynamicPaintCanvasSettings "bpy.types.DynamicPaintCanvasSettings"), (readonly)

    ui_type
    :   Type:
        :   enum in [Prop Dynamicpaint Type Items](bpy_types_enum_items/prop_dynamicpaint_type_items.html#rna-enum-prop-dynamicpaint-type-items), default `'CANVAS'`

    *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: Provide the full official documentation entry for Sidebar Region, preserving all code examples.

assistant: ### View Tab

[image reference removed]

View Tab.

Show Cursor
:   Toggles the visibility of the [2D Cursor](#graph-editor-2d-cursor)’s horizontal line.

Cursor X, Y
:   Shows, and lets you change, the X coordinate (current frame) and Y coordinate (value) of the 2D Cursor.

Cursor to Selection
:   Places the 2D Cursor at the average time and value of the selected keyframes.

Cursor Value to Selection
:   Places the 2D Cursor at the average value of the selected keyframes, leaving its time unchanged.

### F-Curve Tab

See [F-Curve Properties](fcurves/properties.html).

### Modifiers Tab

See [F-Curve Modifiers](fcurves/modifiers.html).
user: Provide the full official documentation entry for I, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [**IK**](glossary/index.html#term-IK) - [**Index of Refraction**](glossary/index.html#term-Index-of-Refraction) | - [**Interpolation**](glossary/index.html#term-Interpolation) - [**Inverse Kinematics**](glossary/index.html#term-Inverse-Kinematics) - [**IOR**](glossary/index.html#term-IOR) |
user: Provide the full official documentation entry for Merge by Distance, preserving all code examples.

assistant: Merges the selected vertices that are closer to each other than a certain distance.

Merge Distance
:   Vertices closer than this distance will be merged.

Unselected
:   Allow merging selected vertices with unselected ones.

Sharp Edges
:   Mark edges as [sharp](../edge/edge_data.xhtml#bpy-ops-mesh-mark-sharp) if they have split
    [custom normals](../../structure.xhtml#modeling-meshes-normals-custom).
user: What is CompositorNodePremulKey(CompositorNode) and how is it used in Blender Python scripting?

assistant: # CompositorNodePremulKey(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.CompositorNodePremulKey(*CompositorNode*)
:   Convert to and from premultiplied (associated) alpha

    *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: Explain Example in complete detail according to the official Blender documentation.

assistant: Opacity Factor samples.

|  |  |  |
| --- | --- | --- |
| <../../../_images/grease-pencil_modifiers_color_opacity_factor-03.png>   Opacity Factor: 0.3. | <../../../_images/grease-pencil_modifiers_color_opacity_factor-1.png>   Opacity Factor: 1.0 (original alpha). | <../../../_images/grease-pencil_modifiers_color_opacity_factor-2.png>   Opacity Factor: 2.0 (fully opaque). |
user: Give a detailed overview of Decorators: syntax, arguments, return values, common patterns.

assistant: # Decorators

Decorators are small buttons that appear to the right of other buttons and show the state of the property.
Decorators may appear next to number fields, menus,
and checkboxes to indicate the property can be [animated](../../../animation/index.html).

[image reference removed]

Decorators indicating different property states.

Clicking on the decorator dot icon will add a [Keyframe](../../../animation/keyframes/index.html) to that property.
Clicking the rhombus icon again will remove the keyframe.
A solid rhombus icon indicates there is a keyframe on the current frame,
while a non-solid rhombus icon indicates that the property has a keyframe on another frame.
Clicking the non-solid rhombus icon will create a keyframe on the current frame with the current property value.

If a property is being [driven](../../../animation/drivers/index.html)
by another, the decorator shows the driver icon.

Decorators make it quick and easy to glance over properties and see their state.
user: How do I use Transparent BSDF in Blender? Include parameters, examples, warnings and best practices.

assistant: # Transparent BSDF

[image reference removed]

The *Transparent* BSDF
is used to add transparency without refraction, passing straight through the surface,
as if there were no geometry there. Useful with alpha maps, for example.
This shader [affects light paths somewhat differently](../../cycles/render_settings/light_paths.html#render-cycles-light-paths-transparency)
than other BSDFs.
Note that only pure white transparent shaders are completely transparent.
user: How do I use Render Options in Blender? Include parameters, examples, warnings and best practices.

assistant: `-b`, `--background`
:   Run in background (often used for UI-less rendering).

    The audio device is disabled in background-mode by default
    and can be re-enabled by passing in `-setaudio Default` afterwards.

`-a`, `--render-anim`
:   Render frames from start to end (inclusive).

`-S`, `--scene` `<name>`
:   Set the active scene `<name>` for rendering.

`-f`, `--render-frame` `<frame>`
:   Render frame `<frame>` and save it.

    - `+<frame>` start frame relative, `-<frame>` end frame relative.
    - A comma separated list of frames can also be used (no spaces).
    - A range of frames can be expressed using `..` separator between the first and last frames (inclusive).

`-s`, `--frame-start` `<frame>`
:   Set start to frame `<frame>`, supports +/- for relative frames too.

`-e`, `--frame-end` `<frame>`
:   Set end to frame `<frame>`, supports +/- for relative frames too.

`-j`, `--frame-jump` `<frames>`
:   Set number of frames to step forward after each rendered frame.

`-o`, `--render-output` `<path>`
:   Set the render path and file name.
    Use `//` at the start of the path to render relative to the blend-file.

    You can use path templating features such as `{blend_name}` in the path.
    See Blender’s documentation on path templates for more details.

    The `#` characters are replaced by the frame number, and used to define zero padding.

    - `animation_##_test.png` becomes `animation_01_test.png`
    - `test-######.png` becomes `test-000001.png`

    When the filename does not contain `#`, the suffix `####` is added to the filename.

    The frame number will be added at the end of the filename, eg:

    ```
    blender -b animation.blend -o //render_ -F PNG -x 1 -a
    ```

    `//render_` becomes `//render_####`, writing frames as `//render_0001.png`

`-E`, `--engine` `<engine>`
:   Specify the render engine.
    Use `-E help` to list available engines.

`-t`, `--threads` `<threads>`
:   Use amount of `<threads>` for rendering and other operations
    [1-1024], 0 to use the systems processor count.
user: Show practical ways to work with LineStyleGeometryModifier_Sampling(LineStyleGeometryModifier) in a Blender add-on or script – include code.

assistant: # LineStyleGeometryModifier_Sampling(LineStyleGeometryModifier)

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

*class* bpy.types.LineStyleGeometryModifier_Sampling(*LineStyleGeometryModifier*)
:   Specify a new sampling value that determines the resolution of stroke polylines

    expanded
    :   True if the modifier tab is expanded

        Type:
        :   boolean, default False

    sampling
    :   New sampling value to be used for subsequent modifiers

        Type:
        :   float in [0, 10000], default 0.0

    type
    :   Type of the modifier

        Type:
        :   enum in [Linestyle Geometry Modifier Type Items](bpy_types_enum_items/linestyle_geometry_modifier_type_items.html#rna-enum-linestyle-geometry-modifier-type-items), default `'2D_OFFSET'`, (readonly)

    use
    :   Enable or disable this modifier during stroke rendering

        Type:
        :   boolean, default False

    *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](#bpy.types.LineStyleGeometryModifier_Sampling.type "bpy.types.LineStyleGeometryModifier_Sampling.type")
user: How do I use Outputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Grid
:   The resulting SDF grid with the surface offset by the specified distance.
    The output preserves the SDF property, ensuring that distances remain
    accurate for subsequent operations such as booleans or conversion to a mesh.
user: Show practical ways to work with Set Material Node in a Blender add-on or script – include code.

assistant: # Set Material Node

[image reference removed]

The *Set Material* changes the material assignment in the specified selection,
by adjusting the `material_index` attribute. If the material is already used
on the geometry, the existing material index will be reused.
user: Give a detailed overview of Rendering From The Command Line: syntax, arguments, return values, common patterns.

assistant: # Rendering From The Command Line

In some situations we want to increase the render speed,
access Blender remotely to render something or build scripts that use the command line.

One advantage of using the command line is that we do not need a graphical display
(no need for X server on Linux for example)
and consequently we can render via a remote shell (typically SSH).

- See [Command Line Arguments](arguments.html)
  for a full list of arguments
  (for example to specify which scene to render, the end frame number, etc.), or simply run:

```
blender --help
```

- See [Command Line Launching](launch/index.html#command-line-launch-index)
  for specific instructions on launching Blender from the command line.
user: Give a detailed overview of Fairing: syntax, arguments, return values, common patterns.

assistant: These operators smooths geometry patches based of a [Face set](face_sets.html).

Fair Positions
:   Creates a perfectly flat and smooth geometry patch from the face set.
    This is the ideal way to trim parts of your mesh
    if the vertex count is too high for other operations,
    or the vertex IDs must not be altered
    (Like when using [Multires](../../../modeling/modifiers/generate/multiresolution.html) sculpting).

Fair Tangency
:   Creates a smooth as possible geometry patch from the face set
    by minimizing changes in vertex [tangents](../../../glossary/index.html#term-Tangent).
    This is ideal for creating smooth curved surfaces on complex topology,
    where just using the smooth brush will not lead to desired results
user: Give a detailed overview of Tool Settings: syntax, arguments, return values, common patterns.

assistant: You can configure the brush main settings exposed on the Tool Settings for convenience.
For the draw brushes configuration and settings see:
[Draw Brush](../brushes/draw.html).

Subdivisions
:   The number of stroke points between each stroke edge.

Thickness Profile
:   Use a [curve widget](../../../../interface/controls/templates/curve.html) to define the stroke thickness
    from the start (left) to end (right) of the stroke.

    Use Curve
    :   When enabled, the stroke use a curve profile to control the thickness along the curve.

Different thickness profile samples.

|  |  |  |
| --- | --- | --- |
| <../../../../_images/grease-pencil_modes_draw_tools_curve_thickness-profile-01.png> | <../../../../_images/grease-pencil_modes_draw_tools_curve_thickness-profile-02.png> | <../../../../_images/grease-pencil_modes_draw_tools_curve_thickness-profile-03.png> |

### Brush Asset

Picks the brush asset used by the tool.

See [Brush Asset](../tool_settings/brushes.html) for more information.

See [Draw Brushes](../brushes/draw.html) for a detailed list of all draw brushes and their options.

### Brush Settings

Parameters to control to look of the stroke.

See [Draw Brushes](../brushes/draw.html) for details.

### Color

Settings to determine the color of strokes.

See [Color](../tool_settings/color.html)
user: Give a detailed overview of Combine Spherical Node: syntax, arguments, return values, common patterns.

assistant: # Combine Spherical Node

[image reference removed]

The *Combine Spherical* node converts spherical coordinates (R, Φ, Θ)
into a Cartesian vector (X, Y, Z). It is the inverse of the
[Separate Spherical](../../../../modeling/geometry_nodes/utilities/vector/separate_spherical.xhtml) node.

Spherical coordinates represent a point in 3D space by its distance from the origin,
horizontal rotation, and vertical inclination, which can be useful for constructing
radial or rotational patterns and generating coordinates on a sphere.
user: Provide the full official documentation entry for Inputs, preserving all code examples.

assistant: Image
:   Standard color input image.

Contrast
:   Adjusts the tonal contrast of the sepia effect.
    Higher values produce deeper shadows and brighter highlights,
    enhancing the image’s dynamic range.

Tone
:   Controls the hue of the sepia tint.
    Lower values shift the tone toward reddish-brown,
    while higher values create a more yellow or golden sepia appearance.

Saturation
:   Controls the intensity of the sepia color.
    A value of 0 results in a purely monochrome look,
    while higher values yield a richer, more pronounced color tint.
user: What is Luminance Key Node and how is it used in Blender Python scripting?

assistant: # Luminance Key Node

[image reference removed]

The *Luminance Key* node determines background objects from foreground objects by
the difference in the luminance (brightness) levels.

Stock footage of explosions, smoke or debris are normally shot against a solid,
dark background rather than a green screen.
This node can separate the foreground effect from the background.
It can also be used for sky replacement for overexposed or gray skies
that aren’t suitable for chroma keying.
user: Give a detailed overview of Platform Specific Keys: syntax, arguments, return values, common patterns.

assistant: ### macOS

The `Cmd` key can be used instead of `Ctrl` on macOS
for all but a few exceptions which conflict with the operating system.

List of additional macOS specific keys:

|  |  |
| --- | --- |
| `Cmd`-`Comma` | Preferences. |
user: Explain CompositorNodeExposure(CompositorNode) in complete detail according to the official Blender documentation.

assistant: # CompositorNodeExposure(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.CompositorNodeExposure(*CompositorNode*)
:   Adjust brightness using a camera exposure parameter

    *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: Provide the full official documentation entry for Usage, preserving all code examples.

assistant: Start by loading a video file into the [Movie Clip Editor](../../../editors/clip/introduction.html),
registering the physical object in the [Objects Panel](../../../movie_clip/tracking/clip/sidebar/track/objects.html),
and using [motion tracking](../../../movie_clip/tracking/introduction.html) to track at least
eight [markers](../../../movie_clip/tracking/clip/marker.html) on that physical object.
Then use [Solve Camera/Object Motion](../../../movie_clip/tracking/clip/editing/track.html#bpy-ops-clip-solve-camera) to reconstruct the motion of the physical object,
and finally add this constraint to a Blender object.
user: What is CorrectiveSmoothModifier(Modifier) and how is it used in Blender Python scripting?

assistant: # CorrectiveSmoothModifier(Modifier)

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

*class* bpy.types.CorrectiveSmoothModifier(*Modifier*)
:   Correct distortion caused by deformation

    factor
    :   Smooth effect factor

        Type:
        :   float in [-inf, inf], default 0.5

    invert_vertex_group
    :   Invert vertex group influence

        Type:
        :   boolean, default False

    is_bind
    :   Type:
        :   boolean, default False, (readonly)

    iterations
    :   Type:
        :   int in [0, 32767], default 5

    rest_source
    :   Select the source of rest positions

        - `ORCO`
          Original Coords – Use base mesh vertex coordinates as the rest position.
        - `BIND`
          Bind Coords – Use bind vertex coordinates for rest position.

        Type:
        :   enum in [`'ORCO'`, `'BIND'`], default `'ORCO'`

    scale
    :   Compensate for scale applied by other modifiers

        Type:
        :   float in [-inf, inf], default 1.0

    smooth_type
    :   Method used for smoothing

        - `SIMPLE`
          Simple – Use the average of adjacent edge-vertices.
        - `LENGTH_WEIGHTED`
          Length Weight – Use the average of adjacent edge-vertices weighted by their length.

        Type:
        :   enum in [`'SIMPLE'`, `'LENGTH_WEIGHTED'`], default `'SIMPLE'`

    use_only_smooth
    :   Apply smoothing without reconstructing the surface

        Type:
        :   boolean, default False

    use_pin_boundary
    :   Excludes boundary vertices from being smoothed

        Type:
        :   boolean, default False

    vertex_group
    :   Name of Vertex Group which determines influence of modifier per point

        Type:
        :   string, default “”, (never None)

    *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: Provide the full official documentation entry for Geometry, preserving all code examples.

assistant: Display UVs
:   Display selected and active object’s UVs.

UV Face Opacity
:   Opacity of faces. Useful to differentiate between UV islands. Can also be reduced when
    texture painting to prevent faces from tinting the texture’s colors.
user: Show practical ways to work with GeometryNodeInputCurveHandlePositions(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeInputCurveHandlePositions(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.GeometryNodeInputCurveHandlePositions(*GeometryNode*)
:   Retrieve the position of each Bézier control point’s handles

    *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: Explain Animation Options in complete detail according to the official Blender documentation.

assistant: ### Draw Mode

In Draw Mode there are three options related to the animation workflow that you can use.

[image reference removed]

General drawing/animation options.

Add Weight Data
:   When enabled, new strokes weight data is added according to the current vertex group and weights.
    If there is no vertex group selected, no weight data is added.

    This is useful for example in cut-out animation for adding new drawing
    on the same vertex group without the need to creating it afterwards.

    See [Weight Paint Mode](../modes/weight_paint/introduction.xhtml) for more information.

Additive Drawing
:   When creating new frames, the strokes from the previous/active frame are include as a basis for the new one.

Multiframe
:   If you need to add new strokes to your animation on several frames you can use multiframe drawing.

    You can activate multiframe drawing with the Multiframe button next to the modes selector (faded lines icon).
    See [Multiframe](../multiframe.xhtml) for more information.

### Edit Mode

In Edit Mode there is an option related to the animation workflow that you can use.

[image reference removed]

Multiframe editing.

Multiframe
:   Sometimes you may need to modify several frames at the same time with edit tools,
    for example to repositioning drawings in an animation.

    You can activate multiframe editing with the Multiframe button next to the modes selector (faded lines icon).
    See [Multiframe](../multiframe.xhtml) for more information.
user: How do I use Distortion in Blender? Include parameters, examples, warnings and best practices.

assistant: Distorted geometry can cause problems since the triangulation of a distorted n-gon is undefined.

Distortion is measured by faces which are not flat,
with parts of the face pointing in different directions.

Minimum/Maximum
:   Minimum/Maximum distortion to display.

[image reference removed]

Distorted Faces.
user: How do I use In-Betweens in Blender? Include parameters, examples, warnings and best practices.

assistant: # In-Betweens

[image reference removed]

In-Betweens Tools.

There are several tools for editing poses in an animation.

There are also in *Pose Mode* a bunch of armature-specific editing options/tools,
like [auto-bones naming](../../bones/editing/naming.xhtml#armature-editing-naming-bones),
[properties switching/enabling/disabling](../../bones/editing/properties.xhtml#armature-bone-properties), etc.,
that were already described in the armature editing pages. See the links above…
user: Describe Node Vec Math Items from the Blender manual or Python API, including usage steps and snippets.

assistant: # Node Vec Math Items

ADD:
:   Add.

    A + B.

SUBTRACT:
:   Subtract.

    A - B.

MULTIPLY:
:   Multiply.

    Entry-wise multiply.

DIVIDE:
:   Divide.

    Entry-wise divide.

MULTIPLY_ADD:
:   Multiply Add.

    A \* B + C.

---

CROSS_PRODUCT:
:   Cross Product.

    A cross B.

PROJECT:
:   Project.

    Project A onto B.

REFLECT:
:   Reflect.

    Reflect A around the normal B. B does not need to be normalized..

REFRACT:
:   Refract.

    For a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, R.

FACEFORWARD:
:   Faceforward.

    Orients a vector A to point away from a surface B as defined by its normal C. Returns (dot(B, C) < 0) ? A : -A.

DOT_PRODUCT:
:   Dot Product.

    A dot B.

---

DISTANCE:
:   Distance.

    Distance between A and B.

LENGTH:
:   Length.

    Length of A.

SCALE:
:   Scale.

    A multiplied by Scale.

NORMALIZE:
:   Normalize.

    Normalize A.

---

ABSOLUTE:
:   Absolute.

    Entry-wise absolute.

POWER:
:   Power.

    Entry-wise power.

SIGN:
:   Sign.

    Entry-wise sign.

MINIMUM:
:   Minimum.

    Entry-wise minimum.

MAXIMUM:
:   Maximum.

    Entry-wise maximum.

FLOOR:
:   Floor.

    Entry-wise floor.

CEIL:
:   Ceil.

    Entry-wise ceil.

FRACTION:
:   Fraction.

    The fraction part of A entry-wise.

MODULO:
:   Modulo.

    Entry-wise modulo using fmod(A,B).

WRAP:
:   Wrap.

    Entry-wise wrap(A,B).

SNAP:
:   Snap.

    Round A to the largest integer multiple of B less than or equal A.

---

SINE:
:   Sine.

    Entry-wise sin(A).

COSINE:
:   Cosine.

    Entry-wise cos(A).

TANGENT:
:   Tangent.

    Entry-wise tan(A).
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Mode
:   Vertices:
    :   Attaches a new freestanding edge to each selected vertex.

    Edges:
    :   Attaches a new quad face to each selected edges. Vertices shared by the
        original selected edges are also shared in the duplicated edges.

    Faces:
    :   Extrudes contiguous regions of selected faces, or each selected face individually,
        depending on the *Individual* boolean input.

        When the *Individual* input is false, the node will find regions of connected faces and generate
        new “side” faces on the boundaries of those regions. Any vertices, edges or faces on the *inside*
        of the regions simply are moved, not duplicated. If the whole mesh is selected and it is already
        a [Manifold](../../../../glossary/index.html#term-Manifold) shape, then the result will just be that the whole mesh gets resized.
user: Give a detailed overview of In Edit Mode: syntax, arguments, return values, common patterns.

assistant: In Edit Mode, the Median Point is the averaged-out position of the
selected vertices. This means that the pivot point will shift towards
the area with the densest geometry.

In the example below, the pivot point lies perfectly in the middle
if both cubes have the same number of vertices, but heavily leans towards
the side if one cube is subdivided – even though both cubes still
have the same size.

[image reference removed]

Median points in Edit Mode.
user: Show practical ways to work with References in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`Mesh.corner_normals`](bpy.types.Mesh.html#bpy.types.Mesh.corner_normals "bpy.types.Mesh.corner_normals") - [`Mesh.polygon_normals`](bpy.types.Mesh.html#bpy.types.Mesh.polygon_normals "bpy.types.Mesh.polygon_normals") | - [`Mesh.vertex_normals`](bpy.types.Mesh.html#bpy.types.Mesh.vertex_normals "bpy.types.Mesh.vertex_normals") |
user: Show practical ways to work with Settings in a Blender add-on or script – include code.

assistant: ### Light Probe

Resolution
:   The resolution used to store the light from the world.
    This is equivalent to the resolution for light probe spheres.

### Sun

EEVEE can separate the light from intense light sources
(e.g. a sun from an outdoor HDRI) and
replace them with a sun light. This increases the quality of the lighting as the internal light probes
alone cannot reproduce this type of lighting with enough precision.

Threshold
:   If non-zero, the maximum value for world contribution that will be recorded inside the world light probe.
    The excess contribution is converted to a sun light.
    This reduces the light bleeding caused by very bright light sources.
    A value of zero will disable this feature and all lighting will be stored inside the internal light probes.

Angle
:   Angular diameter of the extracted sun light as seen from the Earth.

Use Shadow
:   Enable shadow casting on the extracted sun light.
user: What is Tone Map Node and how is it used in Blender Python scripting?

assistant: # Tone Map Node

[image reference removed]

Tone mapping is used to map high dynamic range colors into a more limited dynamic
range supported by the display, while preserving the appearance as much as possible.

This is a legacy node. It is recommended to use view transforms in the
color management settings instead, and output linear high dynamic range images
from the compositor instead of low dynamic range.
user: Describe Typical Usage from the Blender manual or Python API, including usage steps and snippets.

assistant: 1. Enable the *Cryptomatte Object* render pass in
   Properties ‣ View Layer ‣ Passes and render the image.
2. In the Compositor, create a Cryptomatte Node and a [Viewer Node](../output/viewer.html).
3. Connect the *Image* output of the [Render Layers Node](../input/scene/render_layers.html)
   (or the *Pick* output of the Cryptomatte node) to the *Image* input of the Viewer node.
4. At this point, the rendered scene (or the Cryptomatte) appears in the Compositor background.
   If it doesn’t, make sure the *Backdrop* option in the header is enabled.
5. Click the  button in the Cryptomatte node, then click the object you want to include
   in the mask. Repeat for any other objects.
6. Use the *Matte* output of the Cryptomatte node to retrieve a mask for the selected object(s).
   Alternatively, connect the *Image* output of the Render Layers node to the *Image* input
   of the Cryptomatte node, then use the *Image* output of the Cryptomatte node to retrieve
   a masked version of the render.
user: How do I use Auto-Name in Blender? Include parameters, examples, warnings and best practices.

assistant: The three *AutoName* entries of the Armature ‣ Names menu allow you to
automatically add a suffix to all selected bones, based on the position of their root
relative to the armature’s origin and its local coordinates:

AutoName Left/Right
:   Will add the “.L” suffix to all bones with a *positive* X coordinate root,
    and the “.R” suffix to all bones with a *negative* X coordinate root.
    If the root is exactly at 0.0 on the X axis, the X coordinate of the tip is used.
    If both joints are at 0.0 on the X axis, the bone will just get a period suffix, with no “L”/ “R”
    (as Blender cannot decide whether it is a left or right bone…).

AutoName Front/Back
:   Will add the “.Bk” suffix to all bones with a *positive* Y coordinate root,
    and the “.Fr” suffix to all bones with a *negative* Y coordinate root.
    The same as with *AutoName Left-Right* goes for 0.0 Y coordinate bones…

AutoName Top/Bottom
:   Will add the “.Top” suffix to all bones with a *positive* Z coordinate root,
    and the “.Bot” suffix to all bones with a *negative* Z coordinate root.
    The same as with *AutoName Left-Right* goes for 0.0 Z coordinate bones…
user: Show practical ways to work with Output in a Blender add-on or script – include code.

assistant: Leading
:   The running total of values in the corresponding group, starting at the first value.

Trailing
:   The running total of values in the corresponding group, starting at zero.

Total
:   The total of all the values in the corresponding group.
user: Give a detailed overview of Example: syntax, arguments, return values, common patterns.

assistant: ### Fade To Black

To transition the audience from one scene or shot to another,
a common technique is to “fade to black”. As its name implies,
the scene fades to a black screen. You can also “fade to white” or whatever color you wish,
but black is a good neutral color that is easy on the eyes and intellectually “resets” the viewer’s mind.
The node tree below shows how to do this using the Set Alpha node.

[image reference removed]

Fade to black.

In the example above, the alpha channel of the swirl image is ignored.
Instead, a [Time Curve node](../input/scene/time_curve.html)
introduces a factor from 0.0 to 1.0 over 60 frames, or about 2 seconds,
to the Set Alpha node. Note that the time curve is exponentially-shaped,
so that the overall blackness will fade in slowly and then accelerate toward the end.
The Set Alpha node does not need an input image; instead, the flat (shadeless) black color is used.
The Set Alpha Node uses the input factor and color to create a black image that has an alpha
set which goes from 0.0 to 1.0 over 60 frames, or completely transparent to completely opaque.
Think of alpha as a multiplier for how vivid you can see that pixel.
These two images are combined by the Alpha Over node completely (a *Factor* of 1.0)
to produce the composite image. The Set Alpha node will thus, depending on the frame being rendered,
produce a black image that has some amount of transparency.
Setup and animate, and you have an image sequence that fades to black over a two-second period.

### Fade In a Title

To introduce your animation,
you will want to present the title of your animation over a background.
You can have the title fly in, or fade it in. To fade it in,
use the Set Alpha node with the Time Curve node as shown below.

[image reference removed]

Using Set Alpha to fade in a title.

In the above example, a Time curve provides the Alpha value to the input socket.
The current Render Layer node, which has the title in view, provides the image. As before,
the Alpha Over node mixes (using the alpha values)
the background swirl and the alpha title to produce the composite image.

### Colorizing a BW Image

[image reference removed]

Using Set Alpha to colorize an image.

In the example above, notice how the blue tinge of the render input colors the swirl.
You can use the Set Alpha node’s color field with this kind of node tree to add a consistent color to a BW image.

In the example tree to the right,
use the *Alpha* value of the Set Alpha node to give a desired degree of colorization.
Thread the input image and the Set Alpha node into an Alpha Over node to colorize
any black-and-white image in this manner.
user: Explain Troubleshooting macOS – Other GPU in complete detail according to the official Blender documentation.

assistant: # Troubleshooting macOS – Other GPU

Blender uses OpenGL for the 3D Viewport and user interface. The graphics processing unit (GPU) and driver have a big
impact on Blender’s behavior and performance.

This section lists possible solutions for graphics glitches, problems with EEVEE and Cycles, and crashes related to
your GPU.
user: What is Properties and how is it used in Blender Python scripting?

assistant: Fill Type
:   How the circle is filled with faces.

    None:
    :   Output just the edge ring without any faces.

    N-Gon:
    :   Fill the circle with a single face.

    Triangles:
    :   Fill the circle with triangles connected to a new vertex at the origin.
user: How do I use Outputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Mean
:   The mean is the average value of all image pixels in specified channel.
    It represents the overall brightness of the image and can be used as such
    for setups that depend on how “bright” or “dark” the input is.

Standard Deviation
:   How much pixel values differ from the mean.
    A low standard deviation indicates that the pixel values tend to be very close to the mean.
    A high standard deviation indicates that the values are spread out over a large range of values.
user: How do I use FModifierCycles(FModifier) in Blender? Include parameters, examples, warnings and best practices.

assistant: # FModifierCycles(FModifier)

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

*class* bpy.types.FModifierCycles(*FModifier*)
:   Repeat the values of the modified F-Curve

    cycles_after
    :   Maximum number of cycles to allow after last keyframe (0 = infinite)

        Type:
        :   int in [-32768, 32767], default 0

    cycles_before
    :   Maximum number of cycles to allow before first keyframe (0 = infinite)

        Type:
        :   int in [-32768, 32767], default 0

    mode_after
    :   Cycling mode to use after last keyframe

        - `NONE`
          No Cycles – Don’t do anything.
        - `REPEAT`
          Repeat Motion – Repeat keyframe range as-is.
        - `REPEAT_OFFSET`
          Repeat with Offset – Repeat keyframe range, but with offset based on gradient between start and end values.
        - `MIRROR`
          Repeat Mirrored – Alternate between forward and reverse playback of keyframe range.

        Type:
        :   enum in [`'NONE'`, `'REPEAT'`, `'REPEAT_OFFSET'`, `'MIRROR'`], default `'NONE'`

    mode_before
    :   Cycling mode to use before first keyframe

        - `NONE`
          No Cycles – Don’t do anything.
        - `REPEAT`
          Repeat Motion – Repeat keyframe range as-is.
        - `REPEAT_OFFSET`
          Repeat with Offset – Repeat keyframe range, but with offset based on gradient between start and end values.
        - `MIRROR`
          Repeat Mirrored – Alternate between forward and reverse playback of keyframe range.

        Type:
        :   enum in [`'NONE'`, `'REPEAT'`, `'REPEAT_OFFSET'`, `'MIRROR'`], default `'NONE'`

    *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