PGCRYPT/OpenBlender_Train huggingface dataset:
user: What is Examples and how is it used in Blender Python scripting?

assistant: Below are examples of blending modes, as well as some practical use cases.

[image reference removed]

Blending a colored pattern with a flat color (top row) and a circular mask (bottom row).

### Fixing overexposure

The Compositing setup below shows how to fix an overexposed render by
darkening it and increasing contrast.

[image reference removed]

Example node setup showing two RGB Curves nodes and a Mix node for composition.

The top [RGB Curves Node](../../../compositing/types/color/adjust/rgb_curves.xhtml) darkens the image by linearly scaling each
color value to a smaller one.

The bottom curve node increases contrast by making small values smaller and large values larger.

Finally, the Mix node blends the two together.

### Watermark Images

In the old days, a pattern was pressed into the paper mush as it dried,
creating a mark that identified who made the paper and where it came from.
The mark was barely perceptible except in just the right light.
Probably the first form of subliminal advertising.

Nowadays, people watermark their images to identify them as personal intellectual property,
for subliminal advertising of the author or hosting service,
or simply to track their image’s proliferation throughout the web.

Blender provides a complete set of tools for you to both encode your watermark
and to tell if an image has your watermark.

#### Encoding your Watermark in an Image

First, construct your own personal watermark.
You can use your name, a word, or a shape or image not easily replicated.
While neutral gray works best using the encoding method suggested,
you are free to use other colors or patterns.
It can be a single pixel or a whole gradient; it is up to you.

In the example below, we are encoding the watermark in a specific location
in the image using the *Translate* node;
this helps later because we only have to look at a specific location for the mark.
We then use the *RGB to BW node* to convert the color image to grayscale numbers,
which we then feed into the *Map Range* node to reduce the mark to one-tenth of
its original intensity.

The *Add* node (*Mix* node with blending mode *Add*) adds the corresponding pixels,
making the ones containing the mark ever-so-slightly brighter.

[image reference removed]

Embedding a watermark in an image.

Of course, if you *want* people to notice your mark, do not scale it so much,
or make it a contrasting color. There are also many other ways,
using other mix settings and fancier rigs. Feel free to experiment!

#### Decoding an Image for your Watermark

When you see an image that you think might be yours,
use the node tree below to compare it to your stock image (non-watermarked original).
In this tree, the *Mix* node is set to Difference,
and the *Map Value* node amplifies any difference.
You can see how the original mark clearly stands out.

[image reference removed]

Checking an image for your watermark.
user: What is Remesh and how is it used in Blender Python scripting?

assistant: # Remesh

For a general explanation to remeshing, visit the [Introduction](../introduction/adaptive.xhtml).

Voxel Size `R`
:   The resolution or the amount of detail the remeshed mesh will have.
    The value is used to define the size, in object space, of the [Voxel](../../../glossary/index.xhtml#term-Voxel).
    These voxels are assembled around the mesh and are used to determine the new geometry.
    For example a value of 0.5m will create topological patches that are about 0.5m
    (assuming *Preserve Volume* is enabled).
    Lower values preserve finer details but will result in a mesh with a much more dense topology.

    The voxel size also be adjusted from the 3D Viewport using `R`.
    Using the shortcut displays an interactive grid overlay showing the resulting voxel size.
    Moving the mouse closer to center of the grid decreases the voxel size
    while moving away from the center increase the voxel size.
    Holding `Shift` increases the precision; adjusting the voxel size in small increments.

    Sample Voxel Size
    :   Used to adjust the *Voxel Size* by picking an area of the mesh
        to match the denseness of polygons after the remesh operation.

Adaptivity
:   Reduces the final face count by simplifying geometry where detail is not needed.
    This introduce triangulation to faces that do not need as much detail.
    Note, an *Adaptivity* value greater than zero disables *Fix Poles*.

Fix Poles
:   Tries to produce less [poles](../../../glossary/index.xhtml#term-Pole) at the cost of some performance to produce a better topological flow.

Preserve
:   Volume
    :   Tells the algorithm to try to preserve the original volume of the mesh.
        Enabling this could make the operator slower depending on the complexity of the mesh.

    Paint Mask
    :   Reprojects the [paint mask](../editing/mask.xhtml#sculpt-mask-menu) onto the new mesh.

    Face Sets
    :   Reprojects [Face Sets](../editing/face_sets.xhtml#sculpting-editing-facesets) onto the new mesh.

    Color Attributes
    :   Reprojects the [Color Attributes](../../../modeling/meshes/properties/object_data.xhtml#modeling-meshes-properties-object-data-color-attributes) onto the
        new mesh.

Voxel Remesh
:   Performs the remeshing operation to create a new manifold mesh based on the volume of the current mesh.
    Performing this will lose all mesh object data layers associated with the original mesh.
user: What is Example and how is it used in Blender Python scripting?

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

assistant: # Bone Structure

[image reference removed]

The elements of a bone.

They have three elements:

1. The “start joint” named *root* or *head*.
2. The “body” itself.
3. And the “end joint” named *tip* or *tail*.

With the default armature in Edit Mode,
you can select the root and the tip, and move them as you do with mesh vertices.

Both root and tip (the “joints”) define the bone by their respective position.

They also have a radius property, only useful for the envelope deformation method (see below).
user: Give a detailed overview of Displacement Only: syntax, arguments, return values, common patterns.

assistant: The most accurate and memory intensive displacement method is to apply true displacement to
the mesh surface.

It requires the mesh to be finely subdivided, which can be memory intensive.
[Adaptive Subdivision](../../../modeling/modifiers/generate/subdivision_surface.html#modifiers-generate-subsurf-adaptive-subdivision) is the best way
to subdivide the mesh, so that exactly the right amount of subdivision is used depending on
the distance of the object to the camera.

For baked displacement maps, best results are achieved with 16 or 32-bit float maps,
as 8-bit images often can not represent all the necessary detail.
user: Give a detailed overview of Helpers: syntax, arguments, return values, common patterns.

assistant: These settings control how the soft body will react (deform)
once it either gets close to or actually intersects (cuts into) another collision object on the same layer.

Choke
:   Calms down (reduces the exit velocity of) a vertex or edge once it penetrates a collision mesh.

Fuzzy
:   Fuzziness while on collision, high values make collision handling faster but less stable.
    Simulation is faster, but less accurate.
user: Provide the full official documentation entry for GeometryNodeMeshToDensityGrid(GeometryNode), preserving all code examples.

assistant: # GeometryNodeMeshToDensityGrid(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.GeometryNodeMeshToDensityGrid(*GeometryNode*)
:   Create a filled volume grid from 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: Show practical ways to work with The Weighting Color Code in a Blender add-on or script – include code.

assistant: Weights are visualized by a gradient using a cold/hot color system,
such that areas of low value (with weights close to 0.0) are displayed as blue (cold)
and areas of high value (with weights close to 1.0) are displayed as red (hot).
And all in-between values are displayed as rainbow colors (blue, green, yellow, orange, red).

[image reference removed]

The color spectrum and their respective weights.

In addition to the above described color code, Blender has a special visual notation
(as an option) for unreferenced vertices: They are displayed as black.
Thus you can see the referenced areas (displayed as cold/hot colors) and
the unreferenced areas (in black) at the same time.
This is most useful when you look for weighting errors.
See [Viewport Overlays](../../editors/3dview/display/overlays.html#dview-overlay-weight-paint).

[image reference removed]

Unreferenced vertices example.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`PreferencesFilePaths.script_directories`](bpy.types.PreferencesFilePaths.html#bpy.types.PreferencesFilePaths.script_directories "bpy.types.PreferencesFilePaths.script_directories") - [`ScriptDirectoryCollection.new`](bpy.types.ScriptDirectoryCollection.html#bpy.types.ScriptDirectoryCollection.new "bpy.types.ScriptDirectoryCollection.new") | - [`ScriptDirectoryCollection.remove`](bpy.types.ScriptDirectoryCollection.html#bpy.types.ScriptDirectoryCollection.remove "bpy.types.ScriptDirectoryCollection.remove") |
user: Show practical ways to work with Basic Posing in a Blender add-on or script – include code.

assistant: As previously noted, bones’ transformations are performed based on the *Rest Position* of
the armature, which is its state as defined in *Edit Mode*. This means that in
rest position, in *Pose Mode*, each bone has a scale of 1.0, and null rotation
and position (as you can see it in the *Transform* panel, in the 3D Viewport’s Sidebar).

[image reference removed]

An example of a rotation locked to the local Y axis, with two bones selected.

Note that the two green lines materializing the axes are centered on the armature’s center,
and not each bone’s root…

Moreover, the local space for these actions is the bone’s own one
(visible when you enable the *Axes* option of the *Armature* panel).
This is especially important when using axis locking, for example,
there is no specific “bone roll” tool in *Pose Mode*,
as you can rotate around the bone’s main axis just by locking on the local Y axis
`R` `Y` `Y`… This also works with several bones selected;
each one is locked to its own local axis!

When you pose your armature,
you are supposed to have one or more objects skinned on it! And obviously,
when you transform a bone in *Pose Mode*,
its related objects or object’s shape is moved/deformed accordingly, in real-time.
Unfortunately, if you have a complex rig set-up and/or a heavy skin object,
this might produce lag during interactive editing.
If you experience such troubles, try enabling the *Delay Deform* button in
the *Armature* panel the skin objects will only be updated once you confirm
the transform operation.
user: Describe Depth of Field from the Blender manual or Python API, including usage steps and snippets.

assistant: - Blended materials cannot be correctly handled by the post-processing blur,
  but will be correctly handled by the sample-based method. For this, you need to
  disable the post-process depth of field by setting the *Max Size* to 0.
user: Explain Multicam Selector Strip in complete detail according to the official Blender documentation.

assistant: # Multicam Selector Strip

The Multicam Selector strip is used for multi-camera editing.
Multi-camera editing is when a scene is recorded using multiple cameras from different angles
and then edited together afterwards.
user: How do I use Usage in Blender? Include parameters, examples, warnings and best practices.

assistant: Start by loading a video file into the [Movie Clip Editor](../../../editors/clip/introduction.html)
and using [motion tracking](../../../movie_clip/tracking/introduction.html) to track at least
eight [markers](../../../movie_clip/tracking/clip/marker.html) in the real-world scene.
Then use [Solve Camera/Object Motion](../../../movie_clip/tracking/clip/editing/track.html#bpy-ops-clip-solve-camera) to reconstruct the motion of the physical camera,
and finally add this constraint to a Blender camera.
user: How do I use Main Region in Blender? Include parameters, examples, warnings and best practices.

assistant: The Dope Sheet Editor shows a stack of [channels](../graph_editor/channels/index.html)
(animatable properties), and for each channel, a series of keyframes laid out along the time axis.

[image reference removed]

The Dope Sheet Editor with object channels.

Keyframes can take on various colors and shapes:

|  |  |
| --- | --- |
| Gray | Unselected |
| Yellow | Selected |
| Other colors | Custom keyframe tag set by the user (Key ‣ Keyframe Type) |
| Diamond | Free Keyframe Handle (Key ‣ Handle Type) |
| Round | Auto-Clamped Keyframe Handle |
| Circle | Automatic Keyframe Handle |
| Square | Vector Keyframe Handle |
| Rhombus | Aligned Keyframe Handle |
| Gray bar between keys | Held key (the two keyframes are identical) |
| Green line between keys | The curve segment uses custom interpolation (Key ‣ Interpolation Mode) |
| Upwards arrow | Local maximum in curve (visible if View ‣ Show Curve Extremes is enabled) |
| Downwards arrow | Local minimum in curve |

Keyframes can be selected by clicking and moved by dragging. See the [Select](editing.html#dopesheet-select-menu)
and [Key](editing.html#dopesheet-key-menu) menus for more options.
user: How do I use Examples in Blender? Include parameters, examples, warnings and best practices.

assistant: ### F82 Tint

|  |  |  |  |  |
| --- | --- | --- | --- | --- |
|  | ../../../_images/render_shader-nodes_shader_metallic_f82-Ti.webp | ../../../_images/render_shader-nodes_shader_metallic_f82-Al.webp | ../../../_images/render_shader-nodes_shader_metallic_f82-Cu.webp | ../../../_images/render_shader-nodes_shader_metallic_f82-Au.webp |
| Material | Titanium (Default) | Aluminum | Copper | Gold |
| Base Color | 0.617, 0.576, 0.540 | 0.911, 0.912, 0.917 | 0.972, 0.694, 0.486 | 1.000, 0.735, 0.353 |
| Edge Tint | 0.695, 0.726, 0.770 | 0.848, 0.877, 0.916 | 0.961, 0.969, 0.942 | 0.993, 1.000, 1.000 |

### Physical Conductor

|  |  |  |  |  |
| --- | --- | --- | --- | --- |
|  | ../../../_images/render_shader-nodes_shader_metallic_physical-Ti.webp | ../../../_images/render_shader-nodes_shader_metallic_physical-Al.webp | ../../../_images/render_shader-nodes_shader_metallic_physical-Cu.webp | ../../../_images/render_shader-nodes_shader_metallic_physical-Au.webp |
| Material | Titanium (Default) | Aluminum | Copper | Gold |
| IOR | 2.757, 2.512, 2.231 | 1.333, 0.945, 0.582 | 0.235, 0.729, 1.369 | 0.000, 0.470, 1.439 |
| Extinction | 3.867, 3.404, 3.009 | 7.434, 6.340, 5.181 | 5.666, 2.562, 2.227 | 182.6, 2.189, 1.660 |
user: Give a detailed overview of BlendDataCollections(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # BlendDataCollections(bpy_struct)

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

*class* bpy.types.BlendDataCollections(*bpy_struct*)
:   Collection of collections

    new(*name*)
    :   Add a new collection to the main database

        Parameters:
        :   **name** (*string**,* *(**never None**)*) – New name for the data-block

        Returns:
        :   New collection data-block

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

    remove(*collection*, *\**, *do_unlink=True*, *do_id_user=True*, *do_ui_user=True*)
    :   Remove a collection from the current blendfile

        Parameters:
        :   - **collection** ([`Collection`](bpy.types.Collection.html#bpy.types.Collection "bpy.types.Collection"), (never None)) – Collection to remove
            - **do_unlink** (*boolean**,* *(**optional**)*) – Unlink all usages of this collection before deleting it
            - **do_id_user** (*boolean**,* *(**optional**)*) – Decrement user counter of all data-blocks used by this collection
            - **do_ui_user** (*boolean**,* *(**optional**)*) – Make sure interface does not reference this collection

    tag(*value*)
    :   tag

        Parameters:
        :   **value** (*boolean*) – Value

    *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 Image Kernels: syntax, arguments, return values, common patterns.

assistant: # Image Kernels

An *image kernel* is a small matrix of numeric values used to process an image by applying a
mathematical operation known as *convolution*.
Each value in the kernel defines how much neighboring pixels contribute to the output pixel’s value.

Kernels are a fundamental concept in image processing and are used to perform operations such as
blurring, sharpening, and edge detection.
They determine how pixel neighborhoods are weighted and combined to produce new image details.
user: Explain Marker in complete detail according to the official Blender documentation.

assistant: # Marker

[[image reference removed]](../../../../../_images/movie-clip_tracking_clip_sidebar_track_marker_parameter.svg)

Marker schematic.

This panel contains numerical settings for marker position,
pattern and search area dimensions, and offset of anchor point from pattern center.

Enabled
:   Toggles the markers affect on the current frame.

Position X, Y
:   The X/Y positions of the marker at frame in screen coordinates.

Offset X, Y
:   The X/Y offset to parenting point.

Pattern Area Width, Height
:   The width/height of a marker’s pattern in screen coordinates.

Search Area X, Y
:   The X/Y position of search at frame relative to the marker’s position.

Search Area Width, Height
:   The width/height of the markers search in screen coordinates.
user: What is Report on the Web and how is it used in Blender Python scripting?

assistant: The process here is similar to reporting from within Blender, with the added step of specifying details about your
computer.

To initiate a bug report:

- Open the bug reporting template on [projects.blender.org](https://projects.blender.org/blender/blender/issues/new?template=.gitea/issue_template/bug.yaml).
- Give the bug a clear, easy-to-understand title - try to avoid long run-on sentences.
- Specify details about your computer and operating system in the **System Information** and **Blender Version**
  sections.
- Enter details about the steps to reproduce the bug. Bugs that are not consistently reproducible may be more
  difficult to track down, so provide any additional information that you can. Make sure to fill in the **Short
  description of error** and the **Exact steps for others to reproduce the error** sections.
- Attach any pictures if you feel they will help the developers understand the issue more clearly. Videos can also be
  attached, but please only do so if it is absolutely required to show the issue.
- If a crash occurs, attach a crash log as discussed below: [Attaching a Crash Log](#attaching-a-crash-log).
user: Provide the full official documentation entry for Brush Sculpt Brush Type Items, preserving all code examples.

assistant: # Brush Sculpt Brush Type Items

DRAW:
:   Draw.

DRAW_SHARP:
:   Draw Sharp.

CLAY:
:   Clay.

CLAY_STRIPS:
:   Clay Strips.

CLAY_THUMB:
:   Clay Thumb.

LAYER:
:   Layer.

INFLATE:
:   Inflate.

BLOB:
:   Blob.

CREASE:
:   Crease.

---

SMOOTH:
:   Smooth.

PLANE:
:   Plane.

MULTIPLANE_SCRAPE:
:   Multi-plane Scrape.

PINCH:
:   Pinch.

---

GRAB:
:   Grab.

ELASTIC_DEFORM:
:   Elastic Deform.

SNAKE_HOOK:
:   Snake Hook.

THUMB:
:   Thumb.

POSE:
:   Pose.

NUDGE:
:   Nudge.

ROTATE:
:   Rotate.

TOPOLOGY:
:   Slide Relax.

BOUNDARY:
:   Boundary.

---

CLOTH:
:   Cloth.

SIMPLIFY:
:   Simplify.

MASK:
:   Mask.

DRAW_FACE_SETS:
:   Draw Face Sets.

DISPLACEMENT_ERASER:
:   Multires Displacement Eraser.

DISPLACEMENT_SMEAR:
:   Multires Displacement Smear.

PAINT:
:   Paint.

SMEAR:
:   Smear.
user: Give a detailed overview of StripColorBalanceData(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # StripColorBalanceData(bpy_struct)

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

subclasses —
[`StripColorBalance`](bpy.types.StripColorBalance.html#bpy.types.StripColorBalance "bpy.types.StripColorBalance")

*class* bpy.types.StripColorBalanceData(*bpy_struct*)
:   Color balance parameters for a sequence strip and its modifiers

    correction_method
    :   - `LIFT_GAMMA_GAIN`
          Lift/Gamma/Gain.
        - `OFFSET_POWER_SLOPE`
          Offset/Power/Slope (ASC-CDL) – ASC-CDL standard color correction.

        Type:
        :   enum in [`'LIFT_GAMMA_GAIN'`, `'OFFSET_POWER_SLOPE'`], default `'LIFT_GAMMA_GAIN'`

    gain
    :   Color balance gain (highlights)

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (1.0, 1.0, 1.0)

    gamma
    :   Color balance gamma (midtones)

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (1.0, 1.0, 1.0)

    invert_gain
    :   Invert the gain color

        Type:
        :   boolean, default False

    invert_gamma
    :   Invert the gamma color

        Type:
        :   boolean, default False

    invert_lift
    :   Invert the lift color

        Type:
        :   boolean, default False

    invert_offset
    :   Invert the offset color

        Type:
        :   boolean, default False

    invert_power
    :   Invert the power color

        Type:
        :   boolean, default False

    invert_slope
    :   Invert the slope color

        Type:
        :   boolean, default False

    lift
    :   Color balance lift (shadows)

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (1.0, 1.0, 1.0)

    offset
    :   Correction for entire tonal range

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (1.0, 1.0, 1.0)

    power
    :   Correction for midtones

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (1.0, 1.0, 1.0)

    slope
    :   Correction for highlights

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (1.0, 1.0, 1.0)

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

assistant: Mode
:   Vertices:
    :   Points are generated for each vertex.

    Edges:
    :   Points are generated for each edge, at the middle of each edge, by default.

    Faces:
    :   Points are generated for each face, at the average of all of each face’s vertices, by default.

    Corners:
    :   Points are generated for each corner. The points are all placed at the location of each
        corners vertex, so they will overlap by default.
user: What is Introduction and how is it used in Blender Python scripting?

assistant: # Introduction

The Dope Sheet offers a bird’s-eye view of the keyframes inside the scene.
It’s inspired by classical hand-drawn animation, where animators make use of a chart
showing exactly when each drawing, sound, and camera move will occur, and for how long.
It is also possible to show [Playback Controls](../../animation/animation_editors.html#animation-editors-footer) to control the playhead.

[[image reference removed]](../../_images/editors_dope-sheet_introduction_overview.png)

The Dope Sheet.
user: What is Examples and how is it used in Blender Python scripting?

assistant: [image reference removed]

Shortest Edge Paths on a deformed Ico Sphere.

[image reference removed]

Gradient-colored maze showing shortest paths to a target sphere.

[image reference removed]

Organic branching structure on Suzanne.
user: Describe Notes from the Blender manual or Python API, including usage steps and snippets.

assistant: It is possible that this node will put out a value set that has values beyond the normal range,
i.e. values greater than one and less than zero.
If you will be using the output to mix with other images in the normal range,
you should clamp the values using the Map Value node (with the Min and Max enabled),
or put through a Color Ramp node (with all normal defaults).

[image reference removed]

Clamp the values to normal range.

Either of these nodes will scale the values back to normal range.
In the example image, we want to intensify the specular pass.
The bottom thread shows what happens if we do not clamp the values;
the specular pass has a value much less than one in the dark areas;
when added to the medium gray, it makes black. Passing the brightened image through either
the Map Value or the Color Ramp node produces the desired effect.
user: Give a detailed overview of Randomize: syntax, arguments, return values, common patterns.

assistant: Randomize the scale, rotation and offset of selected UV islands.
The *Randomize Transform* tool in the UV editor works
similar to *Randomize Transform* tool in the 3d view.

Random Seed
:   Changes the random [seed](../../../glossary/index.xhtml#term-Seed) used by the pseudo-random number generator,
    producing a different transform result for each seed value.

Location
:   Amount to randomize location.

Rotation
:   Amount to randomize rotation.

Scale Even
:   Apply the same scale to the U coordinate and V coordinate.

Scale
:   Amount to randomize scale in U and V coordinates.
user: How do I use Usage in Blender? Include parameters, examples, warnings and best practices.

assistant: The *Warp* modifier can be awkward to use sometimes, and its use case is rather small,
but there are a few still. For example, it can be used to have
an interactive [Proportional Editing](../../../editors/3dview/controls/proportional_editing.xhtml)
that can be used for animations.

Another way to use this modifier is similar to
the [Deform Modifier](mesh_deform.xhtml).
This allows you to deform parts of the mesh without having to make a vertex group.
user: Give a detailed overview of 3D Markers to Mesh: syntax, arguments, return values, common patterns.

assistant: Creates a mesh which vertices matches positions of reconstructed tracks.
It is required to have motion solved first before using this operator.
Only tracks from the current tracking object will be used.
The intention of this operator is to give a nice starting point for a manual mesh reconstruction.
user: Show practical ways to work with VIEW3D_AST_brush_sculpt(AssetShelf) in a Blender add-on or script – include code.

assistant: # VIEW3D_AST_brush_sculpt(AssetShelf)

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

*class* bpy.types.VIEW3D_AST_brush_sculpt(*AssetShelf*)
:   *classmethod* brush_type_poll(*context*, *asset*)

    *static* draw_popup_selector(*layout*, *context*, *brush*, *show_name=True*)

    *static* get_shelf_name_from_context(*context*)

    *classmethod* has_tool_with_brush_type(*context*, *brush_type*)

    *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 Inputs in complete detail according to the official Blender documentation.

assistant: Curve
:   Standard geometry input.
    All non-curve components are ignored.

Profile Curve
:   If a profile curve is provided, it will be extruded along all splines.
    Otherwise the generated mesh will just be a chain of edges.

Scale
:   The scale used at each control point of the input curve to scale the profile curve.

Fill Caps
:   If the profile spline is cyclic, fill the ends of the generated mesh with n-gons.
    The resulting mesh is [Manifold](../../../../glossary/index.xhtml#term-Manifold), the two new faces for each spline are
    simply connected to existing edges.
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Data Type
:   Float:
    :   The output will be a *Float* field.

    Integer:
    :   The output will be an *Integer* field.

    Vector:
    :   The output will be a *Vector* field.

    Boolean:
    :   The output will be a *Boolean* field.
user: Give a detailed overview of Lists: syntax, arguments, return values, common patterns.

assistant: Lists are used to clearly present sequential or grouped items:

Bullet List

```
- First item
- Second item
- Third item
```

Numbered List:

```
#. First step
#. Second step
#. Third step
```

Definition List:

```
Term
   Definition text here.
```
user: Explain BoolProperty(Property) in complete detail according to the official Blender documentation.

assistant: # BoolProperty(Property)

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

*class* bpy.types.BoolProperty(*Property*)
:   RNA boolean property definition

    array_dimensions
    :   Length of each dimension of the array

        Type:
        :   int array of 3 items in [0, inf], [default](#bpy.types.BoolProperty.default "bpy.types.BoolProperty.default") (0, 0, 0), (readonly)

    array_length
    :   Maximum length of the array, 0 means unlimited

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

    default
    :   Default value for this number

        Type:
        :   boolean, default False, (readonly)

    default_array
    :   Default value for this array

        Type:
        :   boolean array of 3 items, [default](#bpy.types.BoolProperty.default "bpy.types.BoolProperty.default") (False, False, False), (readonly)

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: |  |  |
| --- | --- |
| - [`Mask.layers`](bpy.types.Mask.html#bpy.types.Mask.layers "bpy.types.Mask.layers") - [`MaskLayers.active`](bpy.types.MaskLayers.html#bpy.types.MaskLayers.active "bpy.types.MaskLayers.active") | - [`MaskLayers.new`](bpy.types.MaskLayers.html#bpy.types.MaskLayers.new "bpy.types.MaskLayers.new") - [`MaskLayers.remove`](bpy.types.MaskLayers.html#bpy.types.MaskLayers.remove "bpy.types.MaskLayers.remove") |
user: What is Contribute and how is it used in Blender Python scripting?

assistant: # Contribute

This guide uses French (`fr`) as an example, but other
[language codes](https://www.gnu.org/software/gettext/manual/html_node/Usual-Language-Codes.html) can be used.
Replace `/fr` in this guide with the code for your desired language.

The currently available languages can be checked on the
[online translation interface](https://translate.blender.org/projects/blender-manual/manual/)
or in the [underlying git repository](https://projects.blender.org/blender/blender-manual-translations).
user: Provide the full official documentation entry for Controls, preserving all code examples.

assistant: Adding Geometry `Ctrl`-`LMB`
:   Creates a new vertex at the mouse cursor, then creates a triangle using this new vertex
    and the nearest existing edge. If the existing edge already has two neighboring faces,
    instead creates a new edge using the new vertex and the nearest existing vertex.
    Holding `Ctrl` will preview the result in blue.

Deleting Geometry `Shift`-`LMB`
:   Dissolves the vertex/deletes the face under the mouse cursor.
    Holding `Shift` will highlight the target element in red.

Moving Vertices `LMB`
:   You can move a vertex by dragging it.

Extruding Edges `LMB`
:   You can [extrude](../editing/edge/extrude_edges.html) an edge into a quad by dragging it.
user: Give a detailed overview of Grease Pencil Selectmode Items: syntax, arguments, return values, common patterns.

assistant: # Grease Pencil Selectmode Items

POINT:
:   Point.

    Select only points.

STROKE:
:   Stroke.

    Select all stroke points.

SEGMENT:
:   Segment.

    Select all stroke points between other strokes.
user: Explain Introduction in complete detail according to the official Blender documentation.

assistant: # Introduction

The 2D video stabilization is a feature built on top of Blender’s image feature tracking abilities:
You can use some tracking points to remove shakiness, bumps and jerks from video footage.
Typically, image stabilization is part of a 2D workflow to prepare and improve footage
prior to further processing or modeling steps. This page helps to understand how it works,
introduces related terms and concepts, describes the available interface controls in detail
and finally gives some hints about usage in practice.

Typical usage scenarios of the stabilizer:

- Fix minor deficiencies (shaky tripod, jerk in camera movement).
- “Poor man’s steadycam” (when a real steadycam was not available, affordable or applicable).
- As a preparation for masking, matching and rotoscoping.

It is not uncommon for 2D stabilization to have to deal with somewhat imperfect and flawed footage.
user: Show practical ways to work with Usage in a Blender add-on or script – include code.

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

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

### Cursor Position & View

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

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

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

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

This image shows the influence of the current view.

|  |  |
| --- | --- |
| ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_view-1.png   Before. | ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_view-2.png   Warp Angle 180 in XZ view. |
| ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_view-3.png   Warp Angle 180 in YZ view. | ../../../../../_images/modeling_meshes_editing_mesh_transform_warp_view-4.png   Warp Angle 180 in User view. |
user: Describe Example from the Blender manual or Python API, including usage steps and snippets.

assistant: |  |  |
| --- | --- |
| <../../../../_images/modeling_modifiers_generate_triangulate_before.png>   Mesh before triangulation. | <../../../../_images/modeling_modifiers_generate_triangulate_after.png>   Mesh after triangulation. |
user: Describe Inputs from the Blender manual or Python API, including usage steps and snippets.

assistant: Grid Intersect
:   The input grid used for intersection operations.
    Only the regions common to all intersecting grids will remain active.

Grid 1 Union Difference
:   The first input grid for boolean combination.
    Acts as the base grid to which the second grid is added or subtracted.

Grid 2 Union Difference
:   The second input grid used to modify *Grid 1* according to the selected operation.
user: Provide the full official documentation entry for Options, preserving all code examples.

assistant: [image reference removed]

The Boolean modifier.

Operation
:   Intersect:
    :   Only keep the volume that’s inside the modified mesh and all of the source meshes.

    Union:
    :   Add the source meshes to the modified mesh while removing any interior faces.

    Difference:
    :   Cut the source meshes out of the modified mesh.

Operand Type
:   Object:
    :   The source is a single mesh object.

    Collection:
    :   The source is a collection of any number of mesh objects.
        If the *Solver* is *Float*, the *Intersect* operation is not allowed.

Object
:   The source mesh object.

Collection
:   The source collection. May be empty if *Solver* is *Exact*,
    in which case the modifier simply removes the modified mesh’s
    interior (self-intersecting) geometry.

Solver
:   Algorithm used to perform the Boolean operation.

    Float:
    :   Uses a simple solver which offers the good performance;
        however, this solver lacks support for overlapping geometry.

    Exact:
    :   Uses a complex solver which offers the best results and has full
        support for overlapping geometry; however, this solver is much slower.

    Manifold:
    :   Uses a solver that is usually fastest but only works on [Manifold](../../../glossary/index.xhtml#term-Manifold) meshes,
        (plus the special case of Difference with a plane).

### Solver Options

Materials Exact Solver
:   Method for setting materials on the new faces.

    Index Based:
    :   Map the [first material](../../../render/materials/assignment.xhtml#bpy-types-materialslot) of the source mesh to the first material
        of the modified mesh, the second to the second, and so on. If a source face has a higher
        material index than the number of material slots on the modified mesh, the modified mesh’s
        first material is used.

    Transfer:
    :   Use the same materials as on the source mesh, adding new material slots to the modified mesh
        as necessary. For empty slots, fall back to using the same material index as the source mesh.

Self Intersection Exact Solver
:   Correctly handle self-intersection in the participating meshes, at the cost of performance.

Hole Tolerant Exact Solver
:   Optimizes the Boolean output for [Non-manifold](../../../glossary/index.xhtml#term-Non-manifold) geometry
    at the cost of increased computational time.
    Because of the performance impact, this option should only be enabled
    when the *Exact* solver demonstrates errors with non-manifold geometry.

Overlap Threshold Float Solver
:   Maximum distance between two faces to consider them as overlapping.
    This helps solve the limitation of this solver.
    If the result is still not as expected, try using the *Exact* solver.
user: Describe Image Formats from the Blender manual or Python API, including usage steps and snippets.

assistant: This is the list of image file formats supported internally by Blender:

| Format | Channel Depth | Alpha | [Metadata](../../render/output/properties/metadata.html) | [DPI](../../glossary/index.html#term-DPI) | Extensions |
| --- | --- | --- | --- | --- | --- |
| JPEG | 8bit | ✗ | ✓ | ✓ | `.jpg` `.jpeg` |
| [OpenEXR](#openexr) | float 16, 32bit | ✓ | ✓ | ✓ | `.exr` |
| PNG | 8, 16bit | ✓ | ✓ | ✓ | `.png` |
| WebP | 8bit | ✓ | ✓ | ✗ | `.webp` |
| BMP | 8bit | ✓ | ✗ | ✓ | `.bmp` |
| [Cineon](#file-media-cineon-dpx) | 8, 10, 12, 16bit | ✓ | ✗ | ✗ | `.cin` |
| [DPX](#file-media-cineon-dpx) | 8, 10, 12, 16bit | ✓ | ✗ | ✗ | `.dpx` |
| Iris | 8, 16bit | ✓ | ✗ | ✗ | `.sgi` `.rgb` `.bw` |
| JPEG 2000 | 8, 12, 16bit | ✓ | ✗ | ✗ | `.jp2` `.jp2` `.j2c` |
| [Radiance HDR](#radiance-hdr) | float | ✓ | ✗ | ✗ | `.hdr` |
| Targa | 8bit | ✓ | ✗ | ✗ | `.tga` |
| Targa Raw | 8bit | ✓ | ✗ | ✗ | `.tga` |
| TIFF | 8, 16bit | ✓ | ✗ | ✓ | `.tif` `.tiff` |
user: Describe Adding Nodes from the Blender manual or Python API, including usage steps and snippets.

assistant: Nodes are added via the *Add* menu in the editor’s header or using a keyboard shortcut.

Nodes can also be added by dragging a connection from an existing node’s input or output socket
and dropping the connection above an empty space instead of connecting to another socket.
This action will open a search menu with a list of compatible nodes
and their sockets that can be added and connected to the existing node.
Confirming the menu selection will add the node which can then be moved and placed.
user: Provide the full official documentation entry for Stiffness, preserving all code examples.

assistant: To show the effect of the Stiffness setting, we will drop two cubes onto a plane
(see [Collisions](../collision.xhtml)). The blue cube uses quads,
while the red one uses triangles. Both cubes have their Goal setting disabled.

If *Stiffness* is disabled, the quad-only cube will collapse completely,
while the tri cube only temporarily deforms from the impact:

Without Stiffness.

|  |  |  |
| --- | --- | --- |
| ../../../_images/physics_soft-body_forces_interior_quadvstri-sb-001.png   Frame 1. | ../../../_images/physics_soft-body_forces_interior_quadvstri-sb-036.png   Frame 36. | ../../../_images/physics_soft-body_forces_interior_quadvstri-sb-401.png   Frame 401. |

If *Stiffness* is enabled, the quad cube maintains its shape as well thanks to the
extra springs:

With Stiffness.

|  |  |  |
| --- | --- | --- |
| ../../../_images/physics_soft-body_forces_interior_quadvstri-sb-001.png   Frame 1. | ../../../_images/physics_soft-body_forces_interior_quadvstri-sb-sq-036.png   Frame 36. | ../../../_images/physics_soft-body_forces_interior_quadvstri-sb-sq-401.png   Frame 401. |
user: Provide the full official documentation entry for Outputs, preserving all code examples.

assistant: Curl
:   A vector grid representing the curl (local rotation) of the input field.
    The direction of the output vectors indicates the axis of rotation,
    and their magnitude represents the rotational strength at each voxel.