PGCRYPT/OpenBlender_Train huggingface dataset:
user: Describe MaskSplines(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # MaskSplines(bpy_struct)

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

*class* bpy.types.MaskSplines(*bpy_struct*)
:   Collection of masking splines

    active
    :   Active spline of masking layer

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

    active_point
    :   Active point of masking layer

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

    new()
    :   Add a new spline to the layer

        Returns:
        :   The newly created spline

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

    remove(*spline*)
    :   Remove a spline from a layer

        Parameters:
        :   **spline** ([`MaskSpline`](bpy.types.MaskSpline.html#bpy.types.MaskSpline "bpy.types.MaskSpline"), (never None)) – The spline 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: Give a detailed overview of Depth of Field: syntax, arguments, return values, common patterns.

assistant: # Depth of Field

To render a scene, EEVEE uses a pinhole camera model which produces
a perfectly focused image of the scene. For an enhanced realism, EEVEE can simulate
the optical [Depth of Field](../../../glossary/index.xhtml#term-Depth-of-Field) using a post-process filter, and a sample-based method.
The optical settings are located in the [camera settings](../../cameras.xhtml) properties.
Whereas the quality of the effect can be controlled by the settings found in the present section.

The post-process method is computed in two passes.
The first pass is using a blur that fails to produce quality bokeh for highlights but works for the general case.
Followed by a second pass which is sprite-based and improves only the quality of very bright highlights.
That is because it is too slow to be applied on every part of the image.
So it just includes very bright isolated parts of the image such that are different from their surroundings.
Which pixels are being processed by second pass can be control with
the *Sprite Threshold* and *Neighbor Rejection* options.

Secondly the sample-based method works by randomizing the camera position for every sample.
It is more accurate but needs many samples to achieve a smooth result.
Accordingly the post-process blurring radius is scaled down to remove undersampling.
Yet some scenes might still need more post-process blur in order to remove the noticeable sample pattern.
This is exactly what the *Overblur* option does, but it will also reduce the bokeh shape sharpness.

Max Size
:   Maximum size in pixels of the depth of field post-process effect (lower is faster).
    A value of 0 will disable the post-process effect but not the sample-based method.

Sprite Threshold
:   Minimum brightness a pixel needs to have to be considered by the sprite-based depth of field.
    Higher values will improve the performance but will also reduce the quality of highlights.
    Brightness is in the scene’s referred color space.

Neighbor Rejection
:   Maximum intensity to consider when doing sprite neighborhood rejection.
    This should be set to a brightness value above which there is
    small visual differences to be noticeable after color management.
    Lower values will improve the performance but will also reduce the quality of highlights.
    Brightness is in the scene’s referred color space.

Jitter Camera
:   Randomize the camera position for every scene render sample to increase precision.
    Enabling this option can change the scene’s actual sample count.

Over-blur
:   Scales the post-process depth of field radius to reduce artifacts. Higher values will soften the bokeh shape.
user: Explain Select Mode in complete detail according to the official Blender documentation.

assistant: [image reference removed]

Edit Mode selection buttons.

In Edit Mode there are three different selection modes.
You can enter the different modes by selecting one of the three buttons in the header.

Points:
:   To select individual points.

Strokes:
:   To select an entire stroke.

Segments:
:   To select all points that are between other strokes.

[image reference removed]

Points, stroke and in between stroke selection sample.
user: Describe Caustics and Filter Glossy from the Blender manual or Python API, including usage steps and snippets.

assistant: Caustics are a well-known source of noise, causing [Fireflies](../../../glossary/index.html#term-Fireflies).
They happen because the renderer has difficulty finding specular highlights
viewed through a soft glossy or diffuse reflection.
There is a [No Caustics](../render_settings/light_paths.html#bpy-types-cyclesrendersettings-caustics) option
to disable glossy behind a diffuse reflection entirely.
Many renderers will typically disable caustics by default.

|  |  |  |
| --- | --- | --- |
| <../../../_images/render_cycles_optimizations_reducing-noise_reference.jpg>   Default settings. | <../../../_images/render_cycles_optimizations_reducing-noise_no-caustics.jpg>   Caustics disabled. | <../../../_images/render_cycles_optimizations_reducing-noise_filter-glossy.jpg>   Filter Glossy greater than zero. |

However, using *No Caustics* will result in missing light,
and it still does not cover the case where a sharp glossy reflection is viewed through a soft glossy reflection.
There is a [Filter Glossy](../render_settings/light_paths.html#bpy-types-cyclesrendersettings-blur-glossy) option
to reduce the noise from such cases at the cost of accuracy.
This will blur the sharp glossy reflection to make it easier to find, by increasing the shader Roughness.

The above images show default settings, no caustics, and filter glossy set to 1.0.
user: Explain Examples in complete detail according to the official Blender documentation.

assistant: One use case for the *Ray Portal BSDF* is to connect two spaces together to
create effects like a portal to an alternative dimension, or “impossible spaces”
where something is bigger or smaller on the inside than expected.

To set up a *Ray Portal BSDF* for a technique like this, augment the
*Position* and *Incoming* outputs of the
[Geometry node](../input/geometry.html) to set the exit point
and direction of the ray through the portal. Here are some examples:

### Simple Offset

[image reference removed]

This simple node setup offsets the ray position.
In this example, the ray is offset 0 units along the X axis,
4 units along the Y axis, and 5 units along the Z axis.

### Portal

[image reference removed]

[image reference removed]

In this example, the *Location of Portal Target* and *Rotation of Portal Target*
vectors are obtained from a target portal object using
[Drivers](../../../animation/drivers/introduction.html).

### Camera Feed

Along with augmenting rays, the ray position and ray direction can be replaced,
for effects like a camera feed on a screen.

[image reference removed]

Using the Ray Portal BSDF to replicate the effect of a camera feed on a screen.

[image reference removed]

Node setup for replicating a camera feed like effect on a screen.
user: Provide the full official documentation entry for Inherited Properties, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`ViewerPathElem.type`](bpy.types.ViewerPathElem.html#bpy.types.ViewerPathElem.type "bpy.types.ViewerPathElem.type") | - [`ViewerPathElem.ui_name`](bpy.types.ViewerPathElem.html#bpy.types.ViewerPathElem.ui_name "bpy.types.ViewerPathElem.ui_name") |
user: What is 2D Cursor and how is it used in Blender Python scripting?

assistant: Just like the [3D Viewport](../3dview/3d_cursor.html), the UV Editor has a Cursor
that you can jump to (View ‣ Center View to Cursor). It can also serve as
a [pivot point](../3dview/controls/pivot_point/index.html) and a
[snapping target](../../modeling/meshes/uv/editing.html#bpy-ops-uv-snap-selected).

To change the Cursor’s position, either press `LMB` with the Cursor tool selected,
or `Shift`-`RMB` with any tool selected. You can also change the “Location X/Y” fields
in the *View* tab of the Sidebar, in either relative coordinates (0 to 1) or
[pixel coordinates](sidebar.html#bpy-types-spaceuveditor-show-pixel-coords).
In both cases, the lower left corner of the image serves as the origin (0, 0).

You can press `Shift`-`C` to move the Cursor to the center.
user: Give a detailed overview of Emission: syntax, arguments, return values, common patterns.

assistant: # Emission

The *Emitter* system works just like its name says: it emits/produces particles for a certain amount of time.
In such a system, particles are emitted from the selected object from the *Start*
frame to the *End* frame and have a certain lifespan.
These particles are rendered default as [Halos](render.html#particle-halo),
but you may also render this kind of particles as objects
(depending on the particle system’s render settings,
see [Visualization](render.html)).

[image reference removed]

Particle Emission settings.

The buttons in the *Emission* panel control the way particles are emitted over time:

Number
:   The maximum amount of parent particles used in the simulation.

Seed
:   Blender uses this as starting point to produce random numbers during the simulation.

Frame Start
:   The start frame of particle emission. You may set negative values,
    which enables you to start the simulation before the actual rendering.

End
:   The end frame of particle emission.

Lifetime
:   The lifespan (in frames) of the particles.

Lifetime Randomness
:   A random variation of the lifetime of a given particle.
    The shortest possible lifetime is *Lifetime* × (1 - *Random*).
    Values above 1.0 are not allowed.
    For example with the default *Lifetime* value of 50 a *Random* setting of 0.5
    will give you particles with a live span ranging from 50 frames to \(50 × (1.0 - 0.5) = 25\)
    frames, and with a *Random* setting of 0.75 you will get particles with live spans ranging
    from 50 frames to \(50 × (1.0 - 0.75) = 12.5\) frames.
user: What is Introduction and how is it used in Blender Python scripting?

assistant: # Introduction

[image reference removed]

The Outliner editor.

The *Outliner* shows the content of the blend-file in a tree. You can use it to:

- Get an overview of the data in the scene.
- Select and deselect objects.
- Make objects unselectable or invisible in the 3D Viewport.
- Exclude objects from rendering.
- Duplicate objects.
- Delete objects.
- Manage parent/child relationships and [collections](../../scene_layout/collections/introduction.xhtml).

Items with an arrow on the left can be expanded. Click it with `LMB` to expand a single item,
drag `LMB` to expand multiple items, or click `Shift`-`LMB` to expand an item recursively.
user: Show practical ways to work with View Tab in a Blender add-on or script – include code.

assistant: ### Display

You can set the editor’s display options in this panel.

Aspect Ratio X, Y
:   Display aspect for this image. Does not affect rendering.

Repeat Image
:   Tile the image so it completely fills the editor.

Pixel Coordinates
:   Use pixel coordinates rather than relative coordinates (0 to 1) for the UV Vertex
    and 2D Cursor Location fields.

### 2D Cursor

Location X, Y
:   View and change the location of the 2D Cursor.

### Annotations

Options for the [Annotate tool](../../interface/annotate_tool.html).
user: Give a detailed overview of Channels Region: syntax, arguments, return values, common patterns.

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

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

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

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

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

assistant: [image reference removed]

Playhead.

The *Playhead* is the blue vertical line showing the current frame number.

It can be moved to a new position by clicking or
dragging `LMB` in the scrubbing area at the top or by
click and drag `Shift`-`RMB` anywhere in the timeline.

While dragging it can snap to elements of the editor in which it is dragged.
- Seconds
- Frames
- Markers
- Strips
- Keys

It is only possible to snap to elements that are visible in the editor in which the playhead is dragged.
For example having “Strips” enabled but dragging in the Graph Editor will do nothing.
Snapping can be toggled during scrubbing by holding down `Ctrl`.

Snapping to seconds or frames can have a custom increment for example snapping to every third frame.
This is always relative to the first frame of the scene and ignores the preview range.
In contrast to the other snapping options, seconds and frames will always snap to the closest position,
regardless of the snap distance set. When mixing options, the system will first try to snap to
elements that are snapped by distance. Only if no element is close enough will it snap to seconds or frames.

You can also move it in single-frame increments by pressing `Left` or `Right` or `Alt`-`Wheel`.
To jump to the beginning or end frame (of the ends of the preview range if that is active)
press `Shift`-`Left` or `Shift`-`Right`.

### Snapping

Playhead snapping helps you position the playhead precisely when scrubbing the timeline
by snapping it to specific elements like frames, markers, or keyframes.

Use Snapping
:   Enables or disables snapping behavior when moving the playhead.

Snap Distance
:   The maximum distance (in pixels) the playhead can be from a target before snapping to it.

Snap Target
:   Specifies which elements the playhead can snap to:

    Frames:
    :   Snap to frame intervals.

    Seconds:
    :   Snap to second intervals.

    Markers:
    :   Snap to timeline markers.

    Keyframes:
    :   Snap to animation keyframes.

    Strips:
    :   Snap to the start and end points of strips (e.g. in the Video Sequencer).

Frame Step Frames
:   The interval in frames between each snap point when using the *Frames* target.

Second Step Seconds
:   The interval in seconds between each snap point when using the *Seconds* target.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`CameraBackgroundImage.clip_user`](bpy.types.CameraBackgroundImage.html#bpy.types.CameraBackgroundImage.clip_user "bpy.types.CameraBackgroundImage.clip_user") - [`SpaceClipEditor.clip_user`](bpy.types.SpaceClipEditor.html#bpy.types.SpaceClipEditor.clip_user "bpy.types.SpaceClipEditor.clip_user") | - [`UILayout.template_marker`](bpy.types.UILayout.html#bpy.types.UILayout.template_marker "bpy.types.UILayout.template_marker") - [`UILayout.template_movieclip_information`](bpy.types.UILayout.html#bpy.types.UILayout.template_movieclip_information "bpy.types.UILayout.template_movieclip_information") |
user: Show practical ways to work with Scale in a Blender add-on or script – include code.

assistant: # Scale

Scaling means changing proportions of objects. Pressing `S` will enter
the *Scale* transformation mode where the selected element is scaled inward or
outward according to the mouse pointer’s location. The element’s scale will
increase as the mouse pointer is moved away from the Pivot Point and decrease as
the pointer is moved towards it. If the mouse pointer crosses from the original side of
the [Pivot Point](../../../../editors/3dview/controls/pivot_point/index.html)
to the opposite side, the scale will continue in the negative direction and flip the element.

[image reference removed]

Basic scale usage. From left to right, the panels show: the original object,
a scaled down object, a scaled up object and a scale-flipped object.

The amount of scaling will be displayed in the header of the 3D Viewport.

[image reference removed]

Scale values.
user: Show practical ways to work with Example in a Blender add-on or script – include code.

assistant: [image reference removed]

An example of the Corner Pin node.

[image reference removed]

An example of the distorted image.

In the example above, the image of the bird is distorted by the vectors specified by the Corner Pin node.
user: How do I use NodeTreeInterfaceSocketVectorDirection2D(NodeTreeInterfaceSocket) in Blender? Include parameters, examples, warnings and best practices.

assistant: # NodeTreeInterfaceSocketVectorDirection2D(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.NodeTreeInterfaceSocketVectorDirection2D(*NodeTreeInterfaceSocket*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 2 items in [-inf, inf], default (0.0, 0.0)

    dimensions
    :   Dimensions of the vector socket

        Type:
        :   int in [2, 4], default 0

    max_value
    :   Maximum value

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

    min_value
    :   Minimum value

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

    subtype
    :   Subtype of the default value

        Type:
        :   enum in [`'DEFAULT'`], default `'DEFAULT'`

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

assistant: |  |  |
| --- | --- |
| - [`MovieTrackingPlaneMarkers.find_frame`](bpy.types.MovieTrackingPlaneMarkers.html#bpy.types.MovieTrackingPlaneMarkers.find_frame "bpy.types.MovieTrackingPlaneMarkers.find_frame") - [`MovieTrackingPlaneMarkers.insert_frame`](bpy.types.MovieTrackingPlaneMarkers.html#bpy.types.MovieTrackingPlaneMarkers.insert_frame "bpy.types.MovieTrackingPlaneMarkers.insert_frame") | - [`MovieTrackingPlaneTrack.markers`](bpy.types.MovieTrackingPlaneTrack.html#bpy.types.MovieTrackingPlaneTrack.markers "bpy.types.MovieTrackingPlaneTrack.markers") |
user: What is IDViewerPathElem(ViewerPathElem) and how is it used in Blender Python scripting?

assistant: # IDViewerPathElem(ViewerPathElem)

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

*class* bpy.types.IDViewerPathElem(*ViewerPathElem*)
:   id
    :   Type:
        :   [`ID`](bpy.types.ID.html#bpy.types.ID "bpy.types.ID"), (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain Blender Goes Open Source in complete detail according to the official Blender documentation.

assistant: Thanks to this business model, NaN was able to fund a booth at a renowned computer graphics conference in Los Angeles,
SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques). As a consequence, Blender attracted
two rounds of funding totaling some five and a half million US dollars. Despite this investment, a harsh economic
climate, excess spending, and troubled relations between NaN and its investors meant that the company closed in early
2002.

With NaN’s demise, Blender’s development ceased. Unable to buy the rights from NaN’s backers, Roosendaal opted for a
novel plan. In May of 2002, he started a non-profit, the Blender Foundation, with the intention of making Blender
[open-source](https://opensource.org/). His hope was to create a public monument to Blender, and give everyone who
had worked on the Blender project the chance to use it for their portfolios. In July of the same year, he launched the
first-ever crowdfunding campaign: Free Blender. Thanks to Blender’s community of 250,000 users, the Blender Foundation
was able to raise one hundred and ten thousand euros in just seven weeks — sufficient to regain Blender from its
investors.

On Sunday, October 13th, 2002, Blender was released under the terms of the [GNU General Public License](https://www.gnu.org/licenses/gpl.html), the strictest possible open-source contract. Not only would Blender be
free, but its source code would remain free, forever, to be used for any purpose whatsoever.

The success of Free Blender cleared the way for a style of development that has become Blender’s defining strength.
While Blender’s evolution is partly driven by grant-funded developers and guided by a core team at the Blender
Foundation, Amsterdam, its greatest advantage is a global community of dedicated volunteers. Thanks to their efforts,
Blender is able to iterate rapidly and respond to the needs of artists and makers. Such nimbleness and creativity
would be much harder within the confines of a traditional business model.
user: Give a detailed overview of Index – J: syntax, arguments, return values, common patterns.

assistant: # Index – J

|  |  |
| --- | --- |
| - [jitter (bpy.types.Brush attribute)](bpy.types.Brush.html#bpy.types.Brush.jitter) - [jitter_absolute (bpy.types.Brush attribute)](bpy.types.Brush.html#bpy.types.Brush.jitter_absolute) - [jitter_factor (bpy.types.ParticleSettings attribute)](bpy.types.ParticleSettings.html#bpy.types.ParticleSettings.jitter_factor) - [jitter_unit (bpy.types.Brush attribute)](bpy.types.Brush.html#bpy.types.Brush.jitter_unit) - [join() (aud.aud.Sound method)](aud.html#aud.aud.Sound.join)   - [(in module bpy.ops.node)](bpy.ops.node.html#bpy.ops.node.join)   - [(in module bpy.ops.object)](bpy.ops.object.html#bpy.ops.object.join)   - [(in module bpy.ops.palette)](bpy.ops.palette.html#bpy.ops.palette.join) - [join_named() (in module bpy.ops.node)](bpy.ops.node.html#bpy.ops.node.join_named) - [join_nodes() (in module bpy.ops.node)](bpy.ops.node.html#bpy.ops.node.join_nodes) - [join_selection() (in module bpy.ops.grease_pencil)](bpy.ops.grease_pencil.html#bpy.ops.grease_pencil.join_selection) - [join_shapes() (in module bpy.ops.object)](bpy.ops.object.html#bpy.ops.object.join_shapes) | - [join_tracks() (in module bpy.ops.clip)](bpy.ops.clip.html#bpy.ops.clip.join_tracks) - [join_triangles() (in module bmesh.ops)](bmesh.ops.html#bmesh.ops.join_triangles) - [join_uvs() (in module bpy.ops.object)](bpy.ops.object.html#bpy.ops.object.join_uvs) - [joint_bindings (bpy.types.SplineIKConstraint attribute)](bpy.types.SplineIKConstraint.html#bpy.types.SplineIKConstraint.joint_bindings) - [jpeg2k_codec (bpy.types.ImageFormatSettings attribute)](bpy.types.ImageFormatSettings.html#bpy.types.ImageFormatSettings.jpeg2k_codec) - [jump() (in module bpy.ops.text)](bpy.ops.text.html#bpy.ops.text.jump) - [jump_height (bpy.types.WalkNavigation attribute)](bpy.types.WalkNavigation.html#bpy.types.WalkNavigation.jump_height) - [jump_to_file_at_point() (in module bpy.ops.text)](bpy.ops.text.html#bpy.ops.text.jump_to_file_at_point) - [jump_to_target_button() (in module bpy.ops.ui)](bpy.ops.ui.html#bpy.ops.ui.jump_to_target_button) |
user: What is Paste File and how is it used in Blender Python scripting?

assistant: Inserts text from and external text file.
This will bring up a [File Browser](../../editors/file_browser.xhtml) for navigating to a valid UTF-8 file.
As usual, be careful that the file does not have too many characters,
as interactive response will slow down.
user: What is General and how is it used in Blender Python scripting?

assistant: Hide
:   Hides the bone in the 3D Viewport. When this is unchecked, the bone’s
    visibility is determined by the visibility of its [bone collections](relations.xhtml#bpy-types-bone-collections).

Display As
:   This controls the way the selected bones appear in the 3D Viewport.
    This overrides the [Display Type](../../properties/display.xhtml#bpy-types-armature-display-type) of the armature.

    |  |  |
    | --- | --- |
    | ../../../../_images/animation_armatures_properties_display_octahedral.png   Octahedral bone display. | ../../../../_images/animation_armatures_properties_display_stick.png   Stick bone display. |
    | ../../../../_images/animation_armatures_properties_display_b-bone.png   B-Bone bone display. | ../../../../_images/animation_armatures_properties_display_envelope.png   Envelope bone display. |

    Armature Defined:
    :   Use display mode from armature.

    Octahedral:
    :   Display bones as octahedral shape.

    Stick:
    :   Display bones as simple 2D lines with dots.

    B-Bone:
    :   Display bones as boxes, showing subdivision and B-Splines.

    Envelope:
    :   Display bones as extruded spheres, showing deformation influence volume.

    Wire:
    :   Display bones as thin wires, showing subdivision and B-Splines.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Image
:   Standard color input.

Factor
:   Controls the amount of influence the node exerts on the output image.

Type
:   The Soften, Laplace, Sobel, Prewitt and Kirsch all perform edge detection
    (in slightly different ways) based on vector calculus and set theory equations.

    Soften:
    :   Slightly blurs the image.

    Box Sharpen:
    :   Increases the contrast, especially at edges.

    Diamond Sharpen:
    :   Less aggressive than box sharpen, reducing sharpening artifacts.

    Laplace:
    :   Edge highlighting filter susceptible to highlighting visual noise.

    Sobel:
    :   Creates a negative image that highlights edges.

    Prewitt:
    :   Produces a similar results to Sobel.

    Kirsch:
    :   Gives better blending than Sobel or Prewitt, when approaching an edge.

    Shadow:
    :   Performs a relief, emboss effect, darkening outside edges.
user: Provide the full official documentation entry for Deactivation, preserving all code examples.

assistant: Enable deactivation of resting rigid bodies. Allows the object to be deactivated during the simulation
(improves the performance and stability, but can cause glitches).

Start Deactivated
:   The rigid body starts deactivated. It will be activated when in proximity of
    moving active rigid body objects. The proximity check uses the object’s
    bounding box to determine if a moving object is close enough to activate it.

Linear Velocity
:   Specifies the linear deactivation velocity below which the rigid body
    is deactivated and the simulation stops simulating the object.

Angular Velocity
:   Specifies the angular deactivation velocity below which the rigid body
    is deactivated and the simulation stops simulating the object.
user: Show practical ways to work with NodeTreeInterfaceSocketMenu(NodeTreeInterfaceSocket) in a Blender add-on or script – include code.

assistant: # NodeTreeInterfaceSocketMenu(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.NodeTreeInterfaceSocketMenu(*NodeTreeInterfaceSocket*)
:   Menu socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   enum in []

    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
user: Explain NodeTreeInterfaceSocketClosure(NodeTreeInterfaceSocket) in complete detail according to the official Blender documentation.

assistant: # NodeTreeInterfaceSocketClosure(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.NodeTreeInterfaceSocketClosure(*NodeTreeInterfaceSocket*)
:   Closure socket of a node

    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
user: Provide the full official documentation entry for Spreadsheet Operators, preserving all code examples.

assistant: # Spreadsheet Operators

bpy.ops.spreadsheet.add_row_filter_rule()
:   Add a filter to remove rows from the displayed data

bpy.ops.spreadsheet.change_spreadsheet_data_source(*\**, *component_type=0*, *attribute_domain_type=0*)
:   Change visible data source in the spreadsheet

    Parameters:
    :   - **component_type** (*int in* *[**0**,* *32767**]**,* *(**optional**)*) – Component Type
        - **attribute_domain_type** (*int in* *[**0**,* *32767**]**,* *(**optional**)*) – Attribute Domain Type

bpy.ops.spreadsheet.fit_column()
:   Resize a spreadsheet column to the width of the data

bpy.ops.spreadsheet.remove_row_filter_rule(*\**, *index=0*)
:   Remove a row filter from the rules

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

bpy.ops.spreadsheet.reorder_columns()
:   Change the order of columns

bpy.ops.spreadsheet.resize_column()
:   Resize a spreadsheet column

bpy.ops.spreadsheet.toggle_pin()
:   Turn on or off pinning

    File:
    :   [startup/bl_operators/spreadsheet.py:21](https://projects.blender.org/blender/blender/src/branch/main/scripts/startup/bl_operators/spreadsheet.py#L21)
user: Explain GeometryNodeVolumeToMesh(GeometryNode) in complete detail according to the official Blender documentation.

assistant: # GeometryNodeVolumeToMesh(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.GeometryNodeVolumeToMesh(*GeometryNode*)
:   Generate a mesh on the “surface” of a volume

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

assistant: The *Evaluate Closure* node is typically used to make a node group partially customizable while maintaining a stable,
reusable framework.

For example, a terrain generator might use *Evaluate Closure* to define how trees are distributed across a landscape:

1. Inside the generator group, replace the fixed tree placement logic with an *Evaluate Closure* node.
2. Expose the closure input on the group’s interface.
3. In the main node tree, connect a *Closure Zone* defining the desired tree distribution behavior.

Whenever the closure is evaluated, the connected node graph runs within the terrain generator’s context, producing a
customized result.

[image reference removed]

Example: custom tree distribution using *Evaluate Closure*.
user: What is NodeSocketVector(NodeSocketStandard) and how is it used in Blender Python scripting?

assistant: # NodeSocketVector(NodeSocketStandard)

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

*class* bpy.types.NodeSocketVector(*NodeSocketStandard*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

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

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: What is EEVEE only Nodes and how is it used in Blender Python scripting?

assistant: These nodes are only available if EEVEE is the active render engine. These nodes will not work in Cycles.

### Shader to RGB

EEVEE supports the conversion of BSDF outputs into color inputs to make a wide variety of custom shading.
This is supported using the [Shader to RGB](../../shader_nodes/color/shader_to_rgb.html) node.
This node evaluates the lighting of the BSDFs connected to it just like a *Blended* material and inherits
its limitation.

### Specular BSDF

This [node](../../shader_nodes/shader/specular_bsdf.html) implements the specular workflow
found in other render engines.
user: Describe Inputs from the Blender manual or Python API, including usage steps and snippets.

assistant: Image
:   Standard color input.

Factor
:   Controls the amount the filter effects the image.

Color Threshold
:   The threshold to control high/low complexity.

Neighbor Threshold
:   The threshold to control the number of pixels that must match.
user: How do I use Open in Blender? Include parameters, examples, warnings and best practices.

assistant: Opens a file browser to select an image for loading into the editor.
Images can also be opened by dragging and dropping them directly into the editor.

When opening an image, the following options are available:

Relative Path
:   Sets the file path to be relative to the currently opened blend-file.

    See [Relative Paths](../../files/blend/open_save.xhtml#files-blend-relative-paths).

Detect Sequences
:   Automatically looks for image sequences in the selected images (based on the file name).
    Disable this when you do want to get single images that are part of a sequence.
    See [Opening an Image Sequence](../../files/media/image_formats.xhtml#image-formats-open-sequence) for more information.

Detect UDIMs
:   Automatically looks for [UDIM](../../modeling/meshes/uv/workflows/udims.xhtml)
    tiles in the directory of the selected image; if matches are found they are loaded into Blender as UDIMs.
    This works by detecting if the filename has a `.xxxx` (four digit number) before the file extension.
user: Describe Data ID from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

A Data ID field.

A Data ID field is similar to a Data Block Menu, but is only for selecting
(and not for other features like creating new data or managing users).

It can show the following elements:

Type
:   The icon on the left specifies the accepted data-block type.

Name
:   The text field functions as a search field by matching elements in the list.
    Press `Tab` to auto-complete names up to the level where a match is found.
    If more than one match exists, you have to continue typing.
    If you type an invalid name, the value will remain unchanged.

List
:   Lets you select the data-block directly.

Eyedropper
:   In some Data IDs there is an [Eyedropper](../buttons/eyedropper.html#ui-eyedropper)
    available through the pipette icon on the right side.

(Clear Button String)
:   Click the  button on the right to clear the reference.

### ID Sub-Data

Related types of ID sub-data may become available to select,
depending on the data-block type and its intended usage.

[image reference removed]

Sub-data Example.

Vertex Group
:   If the selected Object in the *Target* field is a mesh or a lattice,
    an additional field may be displayed to select one of its vertex groups.

Bone
:   If the selected Object in the *Target* field is an armature,
    an additional field may be displayed to select one of its bones.

    Head/Tail
    :   Once a bone is selected, a numeric field may become available for specifying a point
        along the bone.
        A value of **0.0** corresponds to the bone’s head, while a value of **1.0** corresponds to its tail.
        Any values between these will result in linear interpolation (so a value of **0.5** matches
        the bone’s center).

        Use B-Bone Shape
        :   If the bone is a [bendy bone](../../../animation/armatures/bones/properties/bendy_bones.html),
            clicking on this button will make the point follow the curvature of the B-spline between head and tail,
            rather than simply going in a straight line.
user: Give a detailed overview of Bpy.Types.Nodetreeinterface: syntax, arguments, return values, common patterns.

assistant:  Functions References
user: Show practical ways to work with Inherited Properties in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`Paint.brush`](bpy.types.Paint.html#bpy.types.Paint.brush "bpy.types.Paint.brush") - [`Paint.brush_asset_reference`](bpy.types.Paint.html#bpy.types.Paint.brush_asset_reference "bpy.types.Paint.brush_asset_reference") - [`Paint.eraser_brush`](bpy.types.Paint.html#bpy.types.Paint.eraser_brush "bpy.types.Paint.eraser_brush") - [`Paint.eraser_brush_asset_reference`](bpy.types.Paint.html#bpy.types.Paint.eraser_brush_asset_reference "bpy.types.Paint.eraser_brush_asset_reference") - [`Paint.palette`](bpy.types.Paint.html#bpy.types.Paint.palette "bpy.types.Paint.palette") - [`Paint.show_brush`](bpy.types.Paint.html#bpy.types.Paint.show_brush "bpy.types.Paint.show_brush") - [`Paint.show_brush_on_surface`](bpy.types.Paint.html#bpy.types.Paint.show_brush_on_surface "bpy.types.Paint.show_brush_on_surface") - [`Paint.show_low_resolution`](bpy.types.Paint.html#bpy.types.Paint.show_low_resolution "bpy.types.Paint.show_low_resolution") - [`Paint.use_sculpt_delay_updates`](bpy.types.Paint.html#bpy.types.Paint.use_sculpt_delay_updates "bpy.types.Paint.use_sculpt_delay_updates") - [`Paint.use_symmetry_x`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_x "bpy.types.Paint.use_symmetry_x") - [`Paint.use_symmetry_y`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_y "bpy.types.Paint.use_symmetry_y") | - [`Paint.use_symmetry_z`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_z "bpy.types.Paint.use_symmetry_z") - [`Paint.use_symmetry_feather`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_feather "bpy.types.Paint.use_symmetry_feather") - [`Paint.cavity_curve`](bpy.types.Paint.html#bpy.types.Paint.cavity_curve "bpy.types.Paint.cavity_curve") - [`Paint.use_cavity`](bpy.types.Paint.html#bpy.types.Paint.use_cavity "bpy.types.Paint.use_cavity") - [`Paint.tile_offset`](bpy.types.Paint.html#bpy.types.Paint.tile_offset "bpy.types.Paint.tile_offset") - [`Paint.tile_x`](bpy.types.Paint.html#bpy.types.Paint.tile_x "bpy.types.Paint.tile_x") - [`Paint.tile_y`](bpy.types.Paint.html#bpy.types.Paint.tile_y "bpy.types.Paint.tile_y") - [`Paint.tile_z`](bpy.types.Paint.html#bpy.types.Paint.tile_z "bpy.types.Paint.tile_z") - [`Paint.show_strength_curve`](bpy.types.Paint.html#bpy.types.Paint.show_strength_curve "bpy.types.Paint.show_strength_curve") - [`Paint.show_size_curve`](bpy.types.Paint.html#bpy.types.Paint.show_size_curve "bpy.types.Paint.show_size_curve") - [`Paint.show_jitter_curve`](bpy.types.Paint.html#bpy.types.Paint.show_jitter_curve "bpy.types.Paint.show_jitter_curve") - [`Paint.unified_paint_settings`](bpy.types.Paint.html#bpy.types.Paint.unified_paint_settings "bpy.types.Paint.unified_paint_settings") |