PGCRYPT/OpenBlender_Train huggingface dataset:
user: Show practical ways to work with GeometryNodeReverseCurve(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeReverseCurve(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.GeometryNodeReverseCurve(*GeometryNode*)
:   Change the direction of curves by swapping their start and end data

    *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: Show practical ways to work with Inputs in a Blender add-on or script – include code.

assistant: Background
:   The background image.

Foreground
:   The foreground image to be placed over the background.

Factor
:   Controls the opacity of the foreground image, from 0 (fully transparent) to 1 (fully opaque).

Type
:   Determines the alpha compositing method:

    Over:
    :   The standard alpha-over operation.
        The foreground is placed over the background based on its alpha channel.

    Disjoint Over:
    :   Similar to *Over*, but assumes the background has been held out by the foreground,
        resulting in cleaner edges when compositing multiple layers.

    Conjoint Over:
    :   Similar to *Over*, but assumes the foreground overlaps or extends into the background.
        Useful when the foreground is more opaque but not fully opaque.

Straight Alpha
:   Specifies whether the foreground uses *straight* alpha (unpremultiplied) instead of *premultiplied* alpha.
    Most images in the compositor are premultiplied, so this should remain disabled in most cases.
    Enable it only if the foreground has been explicitly converted to straight alpha form.
user: Show practical ways to work with CollectionObjects(bpy_struct) in a Blender add-on or script – include code.

assistant: # CollectionObjects(bpy_struct)

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

*class* bpy.types.CollectionObjects(*bpy_struct*)
:   Collection of collection objects

    link(*object*)
    :   Add this object to a collection

        Parameters:
        :   **object** ([`Object`](bpy.types.Object.html#bpy.types.Object "bpy.types.Object"), (never None)) – Object to add

    unlink(*object*)
    :   Remove this object from a collection

        Parameters:
        :   **object** ([`Object`](bpy.types.Object.html#bpy.types.Object "bpy.types.Object")) – Object to remove

    *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: Show practical ways to work with Crash Log in a Blender add-on or script – include code.

assistant: When Blender crashes, it writes out a text file which contains information that may help identify the cause of the
crash. Usually, this file is written in the [Temporary Directory](../advanced/blender_directory_layout.xhtml#temp-dir) directory.

This file contains a log of tools used up until the crash as well as some other debug information. When reporting bugs
about crashes it can be helpful to attach this file to your reports, especially when others are unable to reproduce
the crash.

### Windows

On a crash, a file is written based on the name of the currently loaded blend-file, so `test.blend` will create a
file called `test.crash.txt`.

Batch scripts are provided in Blender installation directory which may be run to obtain the Blender debug log and
system info text files:

- `blender_debug_log.cmd` is used in most cases.
- `blender_debug_gpu.cmd` and `blender_debug_gpu_workaround.cmd` log GPU-related errors.
- `blender_factory_startup.cmd` starts Blender with default settings which is recommended for debugging.

If the crash happens in Blender module, stack trace is also written to a file named `blender.crash.txt`.
The path to that file can be found at the end of `blender_debug_out.txt` file.

### macOS

After a crash, the macOS Crash Reporter shows a window with backtrace after some time, or when Blender is opened
again. Copy the text in the crash report and save it in a text file. That file should be attached to the bug report
while following other bug reporting guidelines.

Some `.crash` files can also be found in `~/Library/Logs/DiagnosticReports/` with the name of format:
`Blender_YYYY-MM-DD-HHMMSS_MACNAME.crash`. If a report is present corresponding to the time of crash, that file can
also provide hints about cause of the crash. Alternatively, Console.app can be used to navigate all “User Reports”
(see sidebar in the app).

### Linux

After a crash, a file named `blender.crash.txt` is written to the `/tmp` directory.
user: Describe Sequencer Overlays from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

Overlays are information that is displayed on top of the sequencer region.
Clicking  (Show Overlays) toggles all overlays in one go,
while the drop-down button shows a pop-over where you can toggle individual ones:

Grid
:   Shows vertical lines at regular time intervals.

Cache
:   Visualize cached images on the timeline.

### Strips

Name
:   Shows the [Name](sidebar/strip.html#bpy-types-strip-name) of each strip.

Source
:   Shows the file path of each strip.

Duration
:   Shows the length of each strip (in frames).

Animation Curves
:   Shows animation curves for volume (Sound strips) and opacity (other strips).

Thumbnails
:   Displays thumbnails across the full width of each Movie or Image strip.
    The thumbnail size depends on the vertical zoom level (which can be adjusted
    by dragging up and down with `Ctrl`-`MMB`). Zooming in results in taller
    strips with bigger, but fewer thumbnails. Zooming out results in narrower
    strips with smaller, but more thumbnails.

Color Tags
:   Displays each strip in its designated custom color (if applied) rather than a
    [color representing its type](../../../video_editing/edit/montage/strips/introduction.html#sequencer-strip-colors). To set a custom color,
    either click the *Color Tag* button next to the strip’s name in
    Sidebar ‣ Strip, or use *Set Color Tag* in the strip’s context menu.

Offsets
:   Shows overflow bars of content that was trimmed from the strip (by moving
    the strip’s handles). See [Strip Offset Start/End](sidebar/strip.html#bpy-types-strip-frame-offset-start).

### Waveforms

Type
:   Global options for waveform display on Sound strips.

    On:
    :   Enable waveforms for all strips.

    Strip:
    :   Use the [Display Waveform](sidebar/strip.html#bpy-types-soundstrip-show-waveform)
        option of each individual strip.

    Off:
    :   Disable waveforms for all strips.

Style
:   How Waveforms are displayed.

    Full:
    :   Displays the audio amplitude.

    Half:
    :   Displays the audio level.
user: Show practical ways to work with References in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`GreasePencilDrawing.attributes`](bpy.types.GreasePencilDrawing.html#bpy.types.GreasePencilDrawing.attributes "bpy.types.GreasePencilDrawing.attributes") | - [`GreasePencilDrawing.color_attributes`](bpy.types.GreasePencilDrawing.html#bpy.types.GreasePencilDrawing.color_attributes "bpy.types.GreasePencilDrawing.color_attributes") |
user: Explain Examples in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_mesh_knife-project_text-before.jpg   Before projecting from a text object. | ../../../../_images/modeling_meshes_editing_mesh_knife-project_text-after.jpg   Resulting knife projection. |
| ../../../../_images/modeling_meshes_editing_mesh_knife-project_mesh-before.jpg   Before projecting from a mesh object. | ../../../../_images/modeling_meshes_editing_mesh_knife-project_mesh-after.jpg   Resulting knife projection (extruded after). |
| ../../../../_images/modeling_meshes_editing_mesh_knife-project_curve-before.png   Before projecting from a 3D curve object. | ../../../../_images/modeling_meshes_editing_mesh_knife-project_curve-after.jpg   Resulting knife projection (extruded after). |
user: Show practical ways to work with Path Animation in a Blender add-on or script – include code.

assistant: # Path Animation

The *Path Animation* settings can be used to determine how child objects move along a certain path.

[image reference removed]

Path Animation panel.

Frames
:   The number of frames that are needed to traverse the path,
    defining the maximum value for the *Evaluation Time* setting.

Evaluation Time
:   Parametric position along the length of the curve that object following it should be at
    (the position is evaluated by dividing by the *Frames* value).
    By default, it is linked to the global frame number,
    but could be keyframed to give more control over the path animation.

Clamp
:   Clamp the curve path children so they can’t travel past the start/end point of the curve.

Follow
:   Make the curve path children rotate along the curvature of the path.
user: Describe Vector Blur Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Vector Blur Node

[image reference removed]

The Vector Blur node is a fast method for simulating [Motion Blur](../../../../glossary/index.xhtml#term-Motion-Blur) in compositing.
It uses the vector speed render pass to blur the image pixels in 2D.
user: Show practical ways to work with Collapse Edges & Faces in a Blender add-on or script – include code.

assistant: Collapse each isolated edge and face region into single vertices,
with support for face data such as UVs and vertex colors.

This is useful for taking a ring of edges and collapsing it,
removing the face loop it ran through.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_mesh_delete_collapse-before.png   Selected edge ring. | ../../../../_images/modeling_meshes_editing_mesh_delete_collapse-after.png   Edge ring collapsed. |
user: Show practical ways to work with Examples in a Blender add-on or script – include code.

assistant: [image reference removed]

Noise Texture with high detail.

Different Noise types with the same parameters.

|  |  |
| --- | --- |
| ../../../_images/render_shader-nodes_textures_musgrave_example-type-fbm.jpg   fBM (fractal Brownian Motion). | ../../../_images/render_shader-nodes_textures_musgrave_example-type-multifractal.jpg   Multifractal. |
| ../../../_images/render_shader-nodes_textures_musgrave_example-type-hybrid.jpg   Hybrid Multifractal. | ../../../_images/render_shader-nodes_textures_musgrave_example-type-terrain.jpg   Heterogeneous Terrain. |
| ../../../_images/render_shader-nodes_textures_musgrave_example-type-ridged.jpg   Ridged Multifractal. |  |
user: Describe Material Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Material Node

[image reference removed]

The *Material* input node outputs a single material. It can be connected to other material sockets
to make using the same material name in multiple places more convenient.
user: Describe Volumes from the Blender manual or Python API, including usage steps and snippets.

assistant: # Volumes

EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum.

To achieve this, EEVEE uses several 3D textures which have a high video memory usage.
The texture dimensions can be tweaked using the *Resolution* and *Steps* parameters.

Resolution
:   Controls the quality of the volumetric effects. Lower resolution increases video memory usage and quality.

Steps
:   Number of steps to compute volumetric effects. Higher count increases video memory usage and quality.
    These samples are distributed along the view depth (view Z axis).

Distribution
:   Blend between linear and exponential sample distribution. Higher values put more samples near the camera.

Max Depth
:   Maximum surface intersection count used by accurate volume intersection method.
    Will create artifacts if it is exceeded.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Geometry
:   The geometry to retrieve the attribute from.

Value
:   A field to evaluate on the source *Geometry*. The values are then retrieved from specific
    indices for the output.

Index
:   Which index to use when retrieving the data from the input *Value* field. Any index can be
    connected, resulting in a “shuffling” of the values.
user: How do I use Erase Tool in Blender? Include parameters, examples, warnings and best practices.

assistant: # Erase Tool

The Erase tool erases already drawn strokes.

The Erase tool uses any of the Grease Pencil *Erase* draw mode brushes.
Activating a brush from an asset shelf or brush selector will also activate this tool for convenience.
user: Explain Creative Nodes in complete detail according to the official Blender documentation.

assistant: # Creative Nodes

The *Creative Nodes* category provides artistic and stylistic effects that modify the appearance
of an image beyond simple correction or realism. These nodes allow for expressive, illustrative,
or cinematic looks by altering color, tone, texture, and clarity in visually distinctive ways.

They can be used to emulate analog photography, painterly effects, stylized post-processing,
or other forms of creative image treatment.
These effects are often applied toward the end of a compositing chain to finalize the mood,
style, or aesthetic of a scene.

---
user: What is Volume and how is it used in Blender Python scripting?

assistant: Intersection
:   Determines which inner part of the mesh will produce volumetric effect.

    Fast:
    :   Each face is considered as a medium interface. Gives correct results for manifold geometry
        that contains no inner part.

    Accurate:
    :   Faces are considered as medium interface only when they have different consecutive facing.
        Gives correct results as long as the max ray depth is not exceeded. Has significant memory
        overhead compared to the fast method.
user: What is VolumeToMeshModifier(Modifier) and how is it used in Blender Python scripting?

assistant: # VolumeToMeshModifier(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.VolumeToMeshModifier(*Modifier*)
:   adaptivity
    :   Reduces the final face count by simplifying geometry where detail is not needed

        Type:
        :   float in [0, 1], default 0.0

    grid_name
    :   Grid in the volume object that is converted to a mesh

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

    object
    :   Object

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

    resolution_mode
    :   Mode for how the desired voxel size is specified

        - `GRID`
          Grid – Use resolution of the volume grid.
        - `VOXEL_AMOUNT`
          Voxel Amount – Desired number of voxels along one axis.
        - `VOXEL_SIZE`
          Voxel Size – Desired voxel side length.

        Type:
        :   enum in [`'GRID'`, `'VOXEL_AMOUNT'`, `'VOXEL_SIZE'`], default `'GRID'`

    threshold
    :   Voxels with a larger value are inside the generated mesh

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

    use_smooth_shade
    :   Output faces with smooth shading rather than flat shaded

        Type:
        :   boolean, default False

    voxel_amount
    :   Approximate number of voxels along one axis

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

    voxel_size
    :   Smaller values result in a higher resolution output

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

    *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 Introduction, preserving all code examples.

assistant: # Introduction

Assigning weight to the points is primarily used for rigging strokes in cut-out animation,
where the vertex groups are used to define the relative bone influences on the strokes.
See [Using Vertex Group](../../../sculpt_paint/weight_paint/usage.html) for more information.

Weight Painting is a method to maintain large amounts of weight information in an intuitive way.
The selected Grease Pencil object is displayed slightly shaded with a rainbow color spectrum.
The color visualizes the weights associated to each point in the active vertex group.
By default blue means unweighted and red means fully weighted.

You assign weights to the points of the object by painting on it with weight brushes.
Starting to paint on a strokes automatically adds weights to the active vertex group
(a new vertex group is created if needed).
user: How do I use ShaderNodeRGB(ShaderNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # ShaderNodeRGB(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.ShaderNodeRGB(*ShaderNode*)
:   A color picker

    *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 Actions in Blender? Include parameters, examples, warnings and best practices.

assistant: # Actions

*Actions* are Blender’s container for animation data. For example, when you
animate the location of an object, that animation is stored in an action rather
than directly on the object itself. The object then uses the action to get
animated, much the same way that a mesh uses a material to get shaded. All
animatable [data-blocks](../glossary/index.xhtml#term-Data-Block)
([objects](../scene_layout/object/introduction.xhtml),
[meshes](../modeling/meshes/introduction.xhtml),
[materials](../render/materials/introduction.xhtml), etc.) are animated this way:
they don’t store their own animation data, but instead use an action that stores
the animation data for them.

Actions are also data-blocks themselves, and therefore can be easily appended or
linked into other blend files. This lets actions be used not just for storage,
but also for organizing and reusing animation data. For example, if you’re
building a library of animations (run cycles, jumps, idling, etc.), each
animation can go into its own action, which can then be conveniently linked or
exported as a distinct animation.
user: Provide the full official documentation entry for Script Directories, preserving all code examples.

assistant: Additional locations to search for Python scripts.

Each path can be given a *Name* to signify to purpose of that script directory.

By default, Blender looks in several directories (platform dependent) for scripts.
By adding a user script path in the preferences an additional directory is used.
This can be used to store your own scripts and add-ons independently of the current Blender version.

You will need to create specific subfolders in this path which match the structure of the `scripts`
folder found in Blender’s installation directory.

The following subdirectories will be used when present:

`startup/`
:   Modules in this folder will be imported on startup.

`addons/`
:   Legacy add-ons located here will be listed in the add-ons preferences.

`modules/`
:   Modules in this folder can be imported by other scripts.

`presets/`
:   Presets in this folder will be added to existing presets.
user: Show practical ways to work with Attributes in a Blender add-on or script – include code.

assistant: An attribute is data stored per mesh element. Every attribute has a data type, domain and name.
This panel only lists custom attributes which excludes all the built-in attributes like `position` and
other attributes like vertex groups.

See [Attributes Reference](../../geometry_nodes/attributes_reference.xhtml) for more information.
user: Provide the full official documentation entry for Move, preserving all code examples.

assistant: To Top `Shift`-`PageUp`
:   Moves the selected tracks to the top.

Up `PageUp`
:   Moves the selected tracks up by one.

Down `PageDown`
:   Moves the selected tracks down by one.

To Bottom `Shift`-`PageDown`
:   Moves the selected tracks to the bottom.

When using the keyboard shortcuts, make sure the mouse cursor is hovering over the track region,
as otherwise, Blender will move the selected strips to different tracks (rather than moving the tracks).
user: Show practical ways to work with Python Console in a Blender add-on or script – include code.

assistant: # Python Console

The Python Console offers a quick way to test code snippets and explore Blender’s API.
It executes whatever you type on its `>>>` prompt and has command history and auto-complete.

[image reference removed]

Python Console.
user: Give a detailed overview of Playback Time: syntax, arguments, return values, common patterns.

assistant: Unlike other objects, speaker playback timing is not set directly in the properties.
Instead, the [NLA editor](../../../editors/nla/index.xhtml) is used to manage when a speaker plays
using [Sound Strips](../../../editors/nla/strips.xhtml#bpy-ops-nla-soundclip-add):

- Sound strips in the NLA editor define when playback starts.
- Newly added speaker objects automatically receive a sound strip at the current frame.
- Multiple sound strips can be used to replay the same speaker at different times.
- Playback continues the length of audio file and does not take into account the length of the sound strip.
user: How do I use Simplify Modifier in Blender? Include parameters, examples, warnings and best practices.

assistant: # Simplify Modifier

The *Simplify* modifier allows you to reduce the amount of points in the strokes.
The goal of this modifier is reduce points while maintaining the lines shape.

Apply the modifier can help to obtain a better performance (more FPS) while animating.
user: What is Name & Rename and how is it used in Blender Python scripting?

assistant: Data-blocks names are unique within their namespace. A data-block namespace is defined by its type, and the blendfile
it is stored in.

This means that there can be for example an Object and a Mesh named the same, but there cannot be two local objects
named the same in a blendfile. However, it is possible to have one local and several linked Objects sharing the same
name.

Data-block names have a fixed length of 255 bytes, i.e. 255 basic ASCII characters, or less when using diacritics or
non-latin glyphs (the UTF8 encoding will then typically use more than one byte per character).

When Blender has to name a new data-block, or rename an existing one, it will check for name collisions. If a
data-block with the same name already exists, the (re)named data-block will get a numeric extension added as a
post-fix to its ‘root name’, like e.g. .001. The first available index is used (up to the 999 value, after that
the postfix index values are simply incremented until no collision happens anymore).

In case adding the numeric suffix would make the data-block name too long, the root name part will be shortened as
needed.

Blender will never rename another data-block when doing automatic naming. So e.g. when adding a new Cube object and
there are already Cube and Cube.001 local objects, the new one will be named Cube.002.

Local data-blocks can be renamed by the user in several places in the UI (like the ID selection widget, or the
Outliner view). When renamed from the UI, the behavior in case of name collision is as follow:

- If the original root name is different than in the new requested name, the renamed data-block gets the first
  available numerical suffix.

  - E.g. assuming that there are three objects named Sphere, Cube and Cube.001, renaming Sphere to Cube will
    rename the data-block to Cube.002.
- If the original root name is the same as in the new requested name, the renamed data-block gets the requested name,
  and the conflicting of data-block is renamed accordingly.

  - E.g. assuming that there are three objects named Sphere, Cube and Cube.001, renaming Cube.001 to Cube
    will rename the data-block to Cube, and the other data-block to Cube.001.
user: Describe Keyframes from the Blender manual or Python API, including usage steps and snippets.

assistant: These settings control [Keyframes](../../animation/keyframes/index.xhtml)
which are the building blocks for animations.

Default Key Channels
:   Which channels to insert keys at when no keying set is active.

    Location:
    :   Inset keyframes for an object’s [Location](../../scene_layout/object/properties/transforms.xhtml#bpy-types-object-location).

    Rotation:
    :   Inset keyframes for an object’s [Rotation](../../scene_layout/object/properties/transforms.xhtml#bpy-types-object-rotation).

    Scale:
    :   Inset keyframes for an object’s [Scale](../../scene_layout/object/properties/transforms.xhtml#bpy-types-object-scale).

    Rotation Mode:
    :   Inset keyframes for an object’s [Rotation Mode](../../scene_layout/object/properties/transforms.xhtml#bpy-types-object-rotation-mode).

    Custom Properties:
    :   Inset keyframes for [Custom Properties](../../files/custom_properties.xhtml).

Only Insert Needed
:   This will only insert keyframes if the value of the property is different.

    Manual:
    :   When keying manually, skip inserting keys that don’t affect the animation.

    Auto:
    :   Auto-Keying will skip inserting keys that don’t affect the animation.

Keyframing – Visual Keying
:   When an object is using constraints, the object property value does not actually change.
    *Visual Keying* will add keyframes to the object property,
    with a value based on the visual transformation from the constraint.

Auto-Keyframing
:   Enable in New Scenes
    :   Enables *Auto Keyframe* by default for new scenes.

    Show Warning
    :   Displays a warning at the top right of the *3D Viewport*, when moving objects, if *Auto Keyframe* is on.

    Only Insert Available
    :   This will only add keyframes to channels of F-Curves that already exist.
user: What is Window System Introduction and how is it used in Blender Python scripting?

assistant: # Window System Introduction

After starting Blender and closing the [Splash Screen](splash.html#splash),
the Blender window should look similar to the image below.

[image reference removed]

The default startup Blender window.

Blender’s interface is separated into three main parts:

- The [Topbar](topbar.html) at the very top, consists of the main menu,
  which is used for saving, importing and exporting files, configuring settings, and rendering among other functions.
- [Areas](areas.html) in the middle, which is the main workspace.
- The [Status Bar](status_bar.html) at the bottom,
  which displays shortcut suggestions and relevant statistics.

[image reference removed]

Blender’s default Screen Layout. Topbar (blue), Areas (green) and Status Bar (red).
user: How do I use BioVision Motion Capture (BVH) in Blender? Include parameters, examples, warnings and best practices.

assistant: # BioVision Motion Capture (BVH)

Imports or exports bvh-files or files with BioVision Hierarchical data
or data of a skeleton (rig) including its animation.
Useful for importing data from motion capture devices.
user: Explain Grid Gradient Node in complete detail according to the official Blender documentation.

assistant: # Grid Gradient Node

[image reference removed]

The *Grid Gradient* node calculates the gradient of a scalar voxel grid.
The gradient is a vector field that describes both the direction and rate of
the steepest increase in the grid’s values at each voxel.

In other words, it shows how and where the scalar quantity (such as density,
temperature, or distance) changes in 3D space. The direction of the gradient
vector points toward increasing values, and its magnitude represents how
quickly the value changes in that direction.

Mathematically, for a scalar field \(f(x, y, z)\), the gradient is defined as:

\[\nabla f =
\frac{\partial f}{\partial x} \mathbf{\hat{i}} +
\frac{\partial f}{\partial y} \mathbf{\hat{j}} +
\frac{\partial f}{\partial z} \mathbf{\hat{k}}\]

This operation is often used in procedural modeling or simulation workflows
to derive direction fields from scalar quantities, such as computing surface
normals from a signed distance field (SDF) or determining the flow direction
in density or temperature fields.
user: Show practical ways to work with References in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`Scopes.histogram`](bpy.types.Scopes.html#bpy.types.Scopes.histogram "bpy.types.Scopes.histogram") | - [`SpaceImageEditor.sample_histogram`](bpy.types.SpaceImageEditor.html#bpy.types.SpaceImageEditor.sample_histogram "bpy.types.SpaceImageEditor.sample_histogram") |
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Image
:   Standard color input.

Size
:   Controls the size of the smoothing neighborhood. Large values may introduce
    artifacts for highly detailed areas. For the anisotropic method, the larger
    the size, the slower the filter.

    |  |  |
    | --- | --- |
    | ../../../_images/compositing_types_filter_kuwahara-node_original.webp   Original. | ../../../_images/compositing_types_filter_kuwahara-node_size3.webp   Size: 3. |
    | ../../../_images/compositing_types_filter_kuwahara-node_size6.webp   Size: 6. | ../../../_images/compositing_types_filter_kuwahara-node_size9.webp   Size: 9. |

Type
:   Classic:
    :   A simple smoothing method that averages the local square
        neighborhood of the image while preserving edges. Produces blocky results
        due to the square neighborhood and provides no tuning parameters, but is
        faster to compute.

    Anisotropic:
    :   A complex smoothing method that averages the local
        neighborhood of the image in the direction of the flow of the edges,
        thus preserving the edges in the output. Produces painterly-like results
        and provides multiple turning parameters, while being slower to compute.

Uniformity
:   Controls the uniformity of the directions of the edges of the image. Non
    uniform directions are nearly never desirable, so this should typically be
    increased until the user notices the result is no longer changing in a
    significant way. Further increases would produces worst results and increase
    compute time.

Sharpness
:   Controls the sharpness of the edges of the image.

    |  |  |
    | --- | --- |
    | ../../../_images/compositing_types_filter_kuwahara-node_original.webp   Original. | ../../../_images/compositing_types_filter_kuwahara-node_sharpness0.webp   Sharpness: 0. |
    | ../../../_images/compositing_types_filter_kuwahara-node_sharpness05.webp   Sharpness: 0.5. | ../../../_images/compositing_types_filter_kuwahara-node_sharpness1.webp   Sharpness: 1. |

Eccentricity
:   Controls how thin and directional the filter is. Low eccentricity corresponds
    to circular omnidirectional features while high eccentricity corresponds to
    thin directional features.

    |  |  |
    | --- | --- |
    | ../../../_images/compositing_types_filter_kuwahara-node_original.webp   Original. | ../../../_images/compositing_types_filter_kuwahara-node_eccentricity0.webp   Eccentricity: 0. |
    | ../../../_images/compositing_types_filter_kuwahara-node_eccentricity1.webp   Eccentricity: 1. | ../../../_images/compositing_types_filter_kuwahara-node_eccentricity2.webp   Eccentricity: 2. |

High Precision Classic
:   Uses a more precise but slower method. Use if the output contains undesirable noise.
user: Describe Contrast Brushes from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

Recognizable by their red thumbnail and cursor.
These brushes generally flatten or heighten the contrast of the surface.

Smooth
:   Brush Type: [Smooth](smooth.html)

    Shortcut: `S`

    Smooths out irregularities in the surface and shrinks volumes by averaging the vertices positions.
    An essential brush that is frequently used.

Flatten/Contrast
:   Brush Type: [Plane](plane.html)

    Pushes vertices to an average height to create a flat surfaces. Alternatively pushes them away from the center for
    more contrast.

Plateau
:   Brush Type: [Plane](plane.html)

    Similar to Flatten but with a locked orientation and depth to create a consistently flat surface.

Fill/Deepen
:   Brush Type: [Plane](plane.html)

    Pushes surfaces upwards towards a flat plane. Useful for filling in holes and crevices. Alternatively deepens
    existing holes when holding ‘Ctrl’.

Scrape/Fill
:   Brush Type: [Plane](plane.html)

    Shortcut: `Shift` `T`

    Pushes surfaces inwards. Alternatively fills surfaces while holding ‘Ctrl’. This is the most common brush for
    flattening meshes.

Trim
:   Brush Type: [Plane](plane.html)

    Pushes surfaces inwards toward a locked direction. The depth can be defined by going deeper towards surfaces along
    the stroke.

Scrape Multiplane
:   Brush Type: [Scrape Multiplane](multiplane_scrape.html)

    Scrapes the mesh with two angled planes at the same time, producing a sharp edge between them.
user: Explain Object Modes in complete detail according to the official Blender documentation.

assistant: # Object Modes

[image reference removed]

The Mode select menu.

Modes allow editing different aspects of objects. While Object Mode allows
you to position/rotate/scale them, Edit Mode allows changing their geometry,
Pose Mode allows posing them, and so on.

You can change the current mode using the *Mode* selector in the 3D Viewport header.
Which modes are available depends on the object’s type. The complete list
is shown below.

Apart from using the selector, you can also press `Ctrl`-`Tab` to bring up
a pie menu around the cursor for faster access. (If the selected object is an
[Armature](../../animation/armatures/introduction.xhtml), this shortcut will instead
switch between Object Mode and Pose Mode.)

Pressing `Tab` will toggle Edit Mode for objects that support it.

Modes can affect many things in Blender:

- Each mode changes the header and Toolbar to show its own unique set of menus and tools.
  This also means it affects the available keyboard shortcuts.
- Modes can completely change the look of the viewport. For example, Weight Paint mode
  will shade the object to show its vertex weights, which are not normally visible.
- Modes can affect other editors. For example, the [UV Editor](../uv/introduction.xhtml)
  can only be used if the 3D Viewport is in Edit Mode. In the
  [Properties](../properties_editor.xhtml) editor, too, certain buttons and panels
  can only be used in certain modes.
user: What is Perlin Noise 1D and how is it used in Blender Python scripting?

assistant: # Perlin Noise 1D

The *Perlin Noise 1D* modifier adds one-dimensional Perlin noise to the stroke.
The curvilinear abscissa (value between 0 and 1 determined by a point’s position
relative to the first and last point of a stroke) is used as the input to
the noise function to generate noisy displacements.

This means that this modifier will give an identical result for two strokes
with the same length and sampling interval.

Frequency
:   How dense the noise is (kind of a scale factor along the stroke).

Amplitude
:   How much the noise distorts the stroke in the *Angle* direction.

Seed
:   The seed of the random generator (the same seed over a stroke will always give the same result).

Octaves
:   The “level of detail” of the noise.

Angle
:   In which direction the noise is applied (0.0 is fully horizontal).
user: How do I use Hooks in Blender? Include parameters, examples, warnings and best practices.

assistant: # Hooks

Adds a [Hook Modifier](../../../modifiers/deform/hooks.xhtml)
(using either a new empty, or the current selected object) linked to the selection.
Note that even if it appears in the history menu,
this action cannot be undone in *Edit Mode* – because it involves other objects…

When the current object has no hooks associated, only the first two options will appear on the menu.

Hook to New Object
:   Creates a new Hook Modifier for the active object and assigns it to the selected vertices;
    it also creates an empty at the center of those vertices, which are hooked to it.

Hook to Selected Object
:   Does the same as *Hook to New Object*, but instead of hooking the vertices to a new empty,
    it hooks them to the selected object (if it exists).
    There should be only one selected object (besides the mesh being edited).

Hook to Selected Object Bone
:   Does the same as *Hook to New Object*,
    but it sets the last selected bone in the also selected armature as a target.

Assign to Hook
:   The selected vertices are assigned to the chosen hook. For that to happen,
    a list of the hooks associated to the object is displayed.
    All the unselected vertices are removed from it (if they were assigned to that particular hook).
    One vertex can be assigned to more than one hook.

Remove Hook
:   Removes the chosen hook (from the displayed list) from the object.
    Which means that the specific Hook Modifier is removed from its modifier stack.

Select Hook
:   Selects all vertices assigned to the chosen hook (from the hook list).

Reset Hook
:   It’s equivalent to the *Reset* button of the specific Hook Modifier (chosen from the hook list).

Recenter Hook
:   It’s equivalent to the *Recenter* button of the specific Hook Modifier (chosen from the hook list).
user: What is Group and how is it used in Blender Python scripting?

assistant: # Group

A [Group Node](../../interface/controls/nodes/groups.xhtml) combines a set of nodes into a single one,
and selectively exposes inputs and outputs of those nodes.

Group nodes can simplify a node tree by hiding away complexity and reusing functionality.
user: What is GeometryNodeInputMeshVertexNeighbors(GeometryNode) and how is it used in Blender Python scripting?

assistant: # GeometryNodeInputMeshVertexNeighbors(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.GeometryNodeInputMeshVertexNeighbors(*GeometryNode*)
:   Retrieve topology information relating to each vertex of a mesh

    *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: What is Inputs and how is it used in Blender Python scripting?

assistant: Menu
:   Determines which input socket is passed through to the output.

One input is created for each menu entry. The input corresponding to the selected menu item
is evaluated and passed through.

Menu item labels can be renamed using `Ctrl`-`LMB` on the socket name or in the node’s *Properties* panel.

Additional input sockets can be added by:
- Dragging a connection onto the empty socket at the bottom of the list.
- Clicking the  icon in the node header.

Unused inputs are not computed, improving performance in complex node networks.
user: Show practical ways to work with Emission in a Blender add-on or script – include code.

assistant: # Emission

[image reference removed]

Hair particle system settings.

Number
:   Sets the amount of hair strands. Use as few particles as possible
    (especially if you plan to use soft body animation later),
    but still enough to cover the surface and have good control.
    A few thousand particles is generally enough for a regular haircut.
    The hair will be made denser later on using
    [Children](../emitter/children.html).

Hair Length
:   Controls the length of the hair.
user: Give a detailed overview of NodeTreeInterfaceSocketTexture(NodeTreeInterfaceSocket): syntax, arguments, return values, common patterns.

assistant: # NodeTreeInterfaceSocketTexture(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketTexture(*NodeTreeInterfaceSocket*)
:   Texture socket of a node

    default_value
    :   Input value used for unconnected socket

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

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

    *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