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

assistant: Color
:   Color of the hair.

Offset
:   Controls the way the light is rotated (angular shift) for the reflection/transmission.

    [image reference removed]

    Reflection Offset.

    [image reference removed]

    Transmission Offset.

Roughness U/V
:   Controls the roughness in the direction light is skewed, and perpendicular to it.

    |  |  |
    | --- | --- |
    | ../../../_images/render_shader-nodes_shader_hair_reflect-roughness-uv.png   Roughness when using the Reflection Component. | ../../../_images/render_shader-nodes_shader_hair_trans-roughness-uv.png   Roughness when using the Transmission Component. |

Tangent
:   Input tangent.
user: Describe Fresnel Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Fresnel Node

[image reference removed]

The *Fresnel* or *Dielectric Fresnel* node computes how much light is reflected off a layer,
where the rest will be refracted through the layer.
The resulting weight can be used for layering shaders with the *Mix Shader* node.
It is dependent on the angle between the surface normal and the viewing direction.

The most common use is to mix between two BSDFs using it as a blending factor in a Mix Shader node.
For a simple glass material you would mix between a glossy refraction and glossy reflection.
At grazing angles more light will be reflected than refracted as happens in reality.

For a two-layered material with a diffuse base and a glossy coating,
you can use the same setup, mixing between a diffuse and glossy BSDF. By using the Fresnel as
the blending factor you are specifying that any light which is refracted through the glossy
coating layer would hit the diffuse base and be reflected off that.
user: Show practical ways to work with ParticleDupliWeight(bpy_struct) in a Blender add-on or script – include code.

assistant: # ParticleDupliWeight(bpy_struct)

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

*class* bpy.types.ParticleDupliWeight(*bpy_struct*)
:   Weight of a particle instance object in a collection

    count
    :   The number of times this object is repeated with respect to other objects

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

    name
    :   Particle instance object name

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Show practical ways to work with Alpha Convert Node in a Blender add-on or script – include code.

assistant: # Alpha Convert Node

[image reference removed]

The *Alpha Convert Node* converts the alpha channel format of an image.

For compositing and rendering, [Premultiplied Alpha](../../../glossary/index.xhtml#term-Premultiplied-Alpha) is the standard in Blender.
Render layers will be premultiplied alpha, and images loaded into rendering
or compositing will be converted to this.

If you want to do a compositing operation with straight alpha,
the *Alpha Convert* node can be used. Typically this would be a color correction operation
where it might give better results working on RGB channels without alpha.
If the alpha is converted to straight in the Compositor,
it should be converted back to premultiplied before the *Group Output* node,
otherwise some artifacts might occur.
user: Explain Select by Face Strength in complete detail according to the official Blender documentation.

assistant: Another way to affect normals is to set a *Face Strength* on the faces of the model.
The Face Strength can be either *Weak*, *Medium*, or *Strong*.
The idea is that the [Weighted Normal Modifier](../../../modifiers/normals/weighted_normal.xhtml) can
be set to pay attention to the Face Strength as follows:
When combining the normals that meet at a vertex, only the faces
with the strongest Face Strength will contribute to the final value.

For example, if three faces meet at a vertex and have the face weights weak, medium, and strong,
then only the normal associated with the strong face will be used to set the final result.

Use the submenu to pick one of *Weak*, *Medium*, or *Strong*.
Then this tool selects those faces that have the chosen face strength.
user: What is Alembic and how is it used in Blender Python scripting?

assistant: # Alembic

From the [Alembic home page](https://www.alembic.io/):

> Alembic is an open computer graphics interchange framework. Alembic distills complex, animated
> scenes into a non-procedural, application-independent set of baked geometric results.
> This ‘distillation’ of scenes into baked geometry is exactly analogous to the distillation of
> lighting and rendering scenes into rendered image data.
>
> Alembic is focused on efficiently storing the computed results of complex procedural geometric constructions.
> It is very specifically **not** concerned with storing the complex dependency graph
> of procedural tools used to create the computed results.
> For example, Alembic will efficiently store the animated vertex positions and
> animated transforms that result from an arbitrarily complex animation and simulation process
> which could involve enveloping, corrective shapes, volume-preserving simulations,
> cloth and flesh simulations, and so on.
> Alembic will not attempt to store a representation of the network of computations (rigs, basically)
> which are required to produce the final, animated vertex positions and animated transforms.

In brief, Alembic can be used to write an animated mesh to a drive, and read it back quickly and efficiently.
This means that a mesh can be animated with a very CPU-intensive rig and then ‘baked’ to an Alembic file.
Finally it can be load into the shot file for shading and lighting with only moderate CPU usage.

Due to the Open Source nature of the Alembic standard as well as
the C++ library implementing that standard, **Blender can be used in a hybrid pipeline**.
For example, other software, such as Houdini or Maya, can export files to Alembic,
which can then be loaded, shaded, and rendered in Blender.
It is also possible to animate characters (or other models) in Blender, export to Alembic, and
load those files into other software for further processing.
user: What is Brush Settings and how is it used in Blender Python scripting?

assistant: ### General

### Unique

Deformation
:   Deformation type that is used by the brush.

    Drag:
    :   Slides the topology of the mesh in the direction of the stroke.

    Pinch:
    :   Slides the topology of the mesh towards the center of the stroke.

    Expand:
    :   Slides the topology of the mesh away from the center of the stroke.
user: What is Examples and how is it used in Blender Python scripting?

assistant: [image reference removed]

This example shows how to use the *Curves to Grease Pencil* node to create a Grease Pencil layer from a curve.

The *Set Curve Radius* node is used to set the radius of the Grease Pencil strokes.
user: How do I use Image Buffer Types (imbuf.types) in Blender? Include parameters, examples, warnings and best practices.

assistant: # Image Buffer Types (imbuf.types)

This module provides access to image buffer types.

*class* imbuf.types.ImBuf
:   copy()
    :   Returns:
        :   A copy of the image.

        Return type:
        :   `ImBuf`

    crop(*min*, *max*)
    :   Crop the image.

        Parameters:
        :   - **min** (*tuple**[**int**,* *int**]*) – X, Y minimum.
            - **max** (*tuple**[**int**,* *int**]*) – X, Y maximum.

    free()
    :   Clear image data immediately (causing an error on re-use).

    resize(*size*, *\**, *method='FAST'*)
    :   Resize the image.

        Parameters:
        :   - **size** (*tuple**[**int**,* *int**]*) – New size.
            - **method** (*str*) – Method of resizing (‘FAST’, ‘BILINEAR’)

    channels
    :   Number of bit-planes.

        Type:
        :   int

    filepath
    :   filepath associated with this image.

        Type:
        :   str

    planes
    :   Number of bits associated with this image.

        Type:
        :   int

    ppm
    :   pixels per meter.

        Type:
        :   tuple[float, float]

    size
    :   size of the image in pixels.

        Type:
        :   tuple[int, int]
user: Show practical ways to work with Attribute Domain Items in a Blender add-on or script – include code.

assistant: # Attribute Domain Items

POINT:
:   Point.

    Attribute on point.

EDGE:
:   Edge.

    Attribute on mesh edge.

FACE:
:   Face.

    Attribute on mesh faces.

CORNER:
:   Face Corner.

    Attribute on mesh face corner.

CURVE:
:   Spline.

    Attribute on spline.

INSTANCE:
:   Instance.

    Attribute on instance.

LAYER:
:   Layer.

    Attribute on Grease Pencil layer.
user: What is Checker Deselect and how is it used in Blender Python scripting?

assistant: Deselects control points according to a repeating pattern, starting at the active point.
For example, if *Deselected* is set to 2 and *Selected* to 3, the operator will
deselect the first two consecutive points, leave the next three unchanged, deselect
the two that come after those, and so on. This is done in both the “horizontal” and
“vertical” direction of the grid.

Deselected
:   The number of control points to deselect in each pattern repetition.

Selected
:   The number of control points to leave unchanged in each pattern repetition.

Offset
:   Offset from the starting point.
user: Give a detailed overview of Select Similar: syntax, arguments, return values, common patterns.

assistant: Select all strokes with similar characteristics.

Mode
:   The characteristics to compare.

    Layer:
    :   Selects all the points/strokes with a similar layer index.

    Material:
    :   Selects all the points/strokes with a similar material index.

    Vertex Color:
    :   Selects all the points/strokes with a similar vertex color.

    Radius:
    :   Selects all the points/strokes with a similar stroke radius.

    Opacity:
    :   Selects all the points/strokes with a similar layer opacity

Threshold
:   How similar the selection must be.
user: Show practical ways to work with Lights in a Blender add-on or script – include code.

assistant: - Lights can only have one color and do not support light node trees.
- Unlike in Cycles, the [Size](../../lights/light_object.xhtml#bpy-types-spotlight-shadow-soft-size)
  of spot lights does not change the softness of the cone.
- The area light [Beam spread](../../lights/light_object.xhtml#bpy-types-spotlight-spot-size) option is not supported.
user: Show practical ways to work with Introduction in a Blender add-on or script – include code.

assistant: # Introduction

The rigid body simulation can be used to simulate the motion of solid objects.
It affects the position and orientation of objects and does not deform them.

Unlike the other simulations in Blender, the rigid body simulation works closer with the animation system.
This means that rigid bodies can be used like regular objects and be part of parent-child relationships,
animation constraints and drivers.
user: How do I use Keying Screen Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Keying Screen Node

[image reference removed]

The Keying Screen node creates plates for use as a color reference for keying nodes.
It generates gradients from sampled colors on motion tracking points on movie clips.
It can be used to deal with uneven colors of green screens.
user: What is Methods and how is it used in Blender Python scripting?

assistant: The following methods are used automatically depending on the context.

### Isolated Vertices

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_verts-simple-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_verts-simple-after.png   After. |

### Isolated Edges

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_edge-simple-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_edge-simple-after.png   After. |

### N-gon from Edges

When there are many edges Blender will make an n-gon.
Note that, this does not support holes,
to support holes you need to use the [Fill](../face/fill.xhtml#modeling-meshes-editing-fill) Faces tool.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_ngon-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_ngon-after.png   After. |

### Mixed Vertices/Edges

Existing edges are used to make the face as well as an extra vertex.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_mix-simple-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_mix-simple-after.png   After. |

### Edge-Net

Sometimes you may have many connected edges without interior faces.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_net-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_net-after.png   After. |

### Point Cloud

When there are many isolated vertices,
Blender will calculate the edges for an n-gon.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_cloud-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_cloud-after.png   After. |

### Single Vertex Selection

With a single vertex selected on a boundary,
the face will be created along the boundary,
this saves manually selecting the other two vertices.
Notice this tool can run multiple times to continue creating faces.

[image reference removed]

### Dissolve Existing Faces

When you have a region of existing faces, creating a face on this selection
will remove the shared vertices and edges, creating a single face.

This is simply a convenience for accessing [Dissolve Faces](../mesh/delete.xhtml#bpy-ops-mesh-dissolve-faces).
user: How do I use Bpy.Types.Nodetreeinterfacesocketvectoracceleration2D in Blender? Include parameters, examples, warnings and best practices.

assistant: faceSocketVectorAcceleration2D.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: Show practical ways to work with Usage in a Blender add-on or script – include code.

assistant: - `LMB` Create a stroke material.
- `Shift`-`LMB` Create a fill material.
- `Shift`-`Ctrl`-`LMB` Create both a stroke and fill material.
- Holding `LMB` and dragging accumulates the average color under the mouse cursor.
user: How do I use CustomData Access in Blender? Include parameters, examples, warnings and best practices.

assistant: BMesh has a unified way to access mesh attributes such as UVs, vertex colors, shape keys, edge crease, etc.
This works by having a **layers** property on BMesh data sequences to access the custom data layers
which can then be used to access the actual data on each vert, edge, face or loop.

Here are some examples:

```
uv_lay = bm.loops.layers.uv.active

for face in bm.faces:
    for loop in face.loops:
        uv = loop[uv_lay].uv
        print("Loop UV: %f, %f" % uv[:])
        vert = loop.vert
        print("Loop Vert: (%f,%f,%f)" % vert.co[:])
```

```
shape_lay = bm.verts.layers.shape["Key.001"]

for vert in bm.verts:
    shape = vert[shape_lay]
    print("Vert Shape: %f, %f, %f" % (shape.x, shape.y, shape.z))
```

```
# In this example the active vertex group index is used,
# this is stored in the object, not the `BMesh`.
group_index = obj.vertex_groups.active_index

# Only ever one deform weight layer.
dvert_lay = bm.verts.layers.deform.active

for vert in bm.verts:
    dvert = vert[dvert_lay]

    if group_index in dvert:
        print("Weight %f" % dvert[group_index])
    else:
        print("Setting Weight")
        dvert[group_index] = 0.5
```
user: Show practical ways to work with Set Spline Resolution Node in a Blender add-on or script – include code.

assistant: # Set Spline Resolution Node

[image reference removed]

The *Set Spline Resolution* node sets the value for how many evaluated points should be generated on the curve for
every control point. It only has an effect on [NURBS](../../../../glossary/index.xhtml#term-NURBS), [Bézier](../../../../glossary/index.xhtml#term-Bezier), and Catmull Rom splines. In case of
Bézier splines, the resolution does not have an effect on segments between vector handles.

The evaluated points are displayed in the viewport, used in the
[Curve to Mesh Node](../operations/curve_to_mesh.xhtml) node,
and optionally used in the [Resample Curve Node](../operations/resample_curve.xhtml).

The input node for this data is the [Spline Resolution Node](../read/spline_resolution.xhtml).
user: Provide the full official documentation entry for Known Limitations, preserving all code examples.

assistant: ### Permissions on Windows

Be sure that you have the right privileges for running the executable accessing the path defined.
On Windows for instance, if the option “Run this program as an administrator” is enabled for the executable,
it will lead to a failure to open the editor due to a limitation within the OS User Account Control.
Running a program with elevated privileges is potentially dangerous!
user: How do I use Paste in Blender? Include parameters, examples, warnings and best practices.

assistant: Paste Grease Pencil points or strokes from the internal clipboard to the active layer.

Paste on Back `Shift`-`Ctrl`-`V`
:   Add pasted strokes behind all strokes.

Keep World Transform
:   Keep the world transform of strokes from the clipboard unchanged.
user: What is Lattice Modifier and how is it used in Blender Python scripting?

assistant: # Lattice Modifier

The *Lattice* modifier deforms the base object according to
the shape of a [Lattice](../../../animation/lattice.xhtml) object.
Objects to be deformed can be meshes, curves,
surfaces, text, lattices and even particles.
user: Describe Examples from the Blender manual or Python API, including usage steps and snippets.

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.xhtml) 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.xhtml).

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

assistant: Mode
:   The color model to output.

    RGB:
    :   Combine the three inputs: Red, Green, and Blue color channels into a single image.

    HSV:
    :   Combine the three inputs: Hue, Saturation, and Value color channels into a single image.

    HSL:
    :   Combine the three inputs: Hue, Saturation, and Lightness color channels into a single image.

    YCbCr:
    :   Combine the three inputs: Luminance, Chrominance Blue, and Chrominance Red color channels into a single image.

        Color Space
        :   ITU 601, ITU 709, JPEG

    YUV:
    :   Combine the three inputs: Luminance, U chrominance, and V chrominance color channels into a single image.
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Spline Type
:   The type to convert the splines in the selection to.
    Read the [Spline Types](../../../curves/structure.xhtml#curve-spline-types) page for more details
    on the different spline types.

    Bézier:
    :   Convert to a Bézier spline. A spline converted from a poly spline gets vector handles,
        while one converted from NURBS or Catmull Rom spline gets auto handles.

    NURBS:
    :   Convert to a NURBS spline.

    Poly:
    :   Convert to a poly spline.

    Catmull Rom:
    :   Convert to a Catmull Rom spline.
user: What is Hints and how is it used in Blender Python scripting?

assistant: Procedural textures can either produce colored textures, intensity only textures,
textures with alpha values and normal textures.
If intensity only ones are used the result is a black-and-white texture,
which can be greatly enhanced by the use of ramps.
If on the other hand you use ramps and need an intensity value,
you have to switch on *No RGB* in the *Mapping* panel.
user: Show practical ways to work with About Blender in a Blender add-on or script – include code.

assistant: # About Blender

Blender is the free and open-source 3D creation suite. It supports the entirety of the 3D pipeline: modeling, rigging,
animation, simulation, rendering, compositing, motion tracking and video editing.

Blender provides a consistent experience across Linux, macOS, and Windows operating systems via OpenGL.

[image reference removed]
user: Give a detailed overview of RenderSlots(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # RenderSlots(bpy_struct)

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

*class* bpy.types.RenderSlots(*bpy_struct*)
:   Collection of render layers

    active
    :   Active render slot of the image

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

    active_index
    :   Active render slot of the image

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

    new(*\**, *name=''*)
    :   Add a render slot to the image

        Parameters:
        :   **name** (*string**,* *(**optional**,* *never None**)*) – Name, New name for the render slot

        Returns:
        :   Newly created render layer

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

    *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: |  |  |
| --- | --- |
| - [`MetaBall.elements`](bpy.types.MetaBall.html#bpy.types.MetaBall.elements "bpy.types.MetaBall.elements") - [`MetaBallElements.active`](bpy.types.MetaBallElements.html#bpy.types.MetaBallElements.active "bpy.types.MetaBallElements.active") | - [`MetaBallElements.new`](bpy.types.MetaBallElements.html#bpy.types.MetaBallElements.new "bpy.types.MetaBallElements.new") - [`MetaBallElements.remove`](bpy.types.MetaBallElements.html#bpy.types.MetaBallElements.remove "bpy.types.MetaBallElements.remove") |
user: What is Explode Modifier and how is it used in Blender Python scripting?

assistant: # Explode Modifier

The *Explode* modifier is used to alter the mesh geometry by moving/rotating its faces in a way
that roughly tracks particles emitted by that object, making it look as if the mesh is being exploded
(broken apart and pushed outward).

For this modifier to have any visible effect, there needs to be a particle system on its object.
That particle system will control how the mesh is exploded.

Both the number of emitted particles and number of faces determine how granular the *Explode* modifier is.
More of each faces and particles will mean more individual pieces.

Here is a
[demo video](https://archive.blender.org/wiki/2015/index.php/File:Manual_-_Explode_Modifier_-_Exploding_Cube_-_2.5.ogg/)
showing a cube with a particle system and *Explode* modifier.
([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Manual_-_Explode_Modifier_-_Exploding_Cube_-_2.5.blend)).
user: Explain Axis Locking in complete detail according to the official Blender documentation.

assistant: # Axis Locking

[image reference removed]

Axis locking.

This option limits the transformation to the specified axis.

[Transformations (translation/scale/rotation)](../introduction.xhtml)
in *Object Mode* and *Edit Mode* (as well as extrusions in *Edit Mode*)
can be locked to a particular axis relative to
the current [transform orientation](../../../../../editors/3dview/controls/orientation.xhtml).
By locking a transformation to a particular axis you are restricting transformations to a single dimension.
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Data Type
:   The [data type](../attributes_reference.xhtml#attribute-data-types) used for the evaluated data.

Domain
:   Which [attribute domain](../attributes_reference.xhtml#attribute-domains) to store the evaluated data on.
user: Show practical ways to work with Elaborate Movements in a Blender add-on or script – include code.

assistant: When the footage builds on elaborate intended movement of the camera,
the process of stabilization becomes more involved –
especially when there is a shift in the main area of interest within the shot.
When working with many tracks and fine-grained animation,
it is easy to get into a situation where additional manipulations actually decrease the quality,
while it might be hard to spot and locate the root cause of problems.
Recommendation is to proceed systematically, starting from the general outline down to tweaking of specific aspects.

1. Understand the nature of the movements in the shot, both the intended and the accidental.
2. Track some relevant features for location.
3. Establish the basic location stabilization.
   This includes the decision, which feature to use for what segment of the shot.
   Work with the track weights to get an overall consistent movement of the weight center,
   in accordance with the inherent focus of the shot.
4. Define the panning movements of the virtual camera (through animation of the *Expected Position* parameter).
5. Add tracking for rotation and zoom stabilization.
6. Fine-tuning pass:

   Break down the whole duration of the shot into logical segments to define the intended camera movement.
   Then refine those segments incrementally step-by-step, until the overall result looks satisfactory…
user: Provide the full official documentation entry for GeometryNodeGridDivergence(GeometryNode), preserving all code examples.

assistant: # GeometryNodeGridDivergence(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.GeometryNodeGridDivergence(*GeometryNode*)
:   Calculate the flow into and out of each point of a directional vector grid

    *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: Provide the full official documentation entry for Object Mode List, preserving all code examples.

assistant: Blender’s Modes

| Icon | Name | Details |
| --- | --- | --- |
|  | [Object Mode](../../scene_layout/object/index.xhtml) | The default mode, available for all object types. Allows editing position, rotation and scale, duplicating objects, and so on. |
|  | [Edit Mode](../../modeling/index.xhtml) | A mode for editing an object’s shape (vertices/edges/faces for meshes, control points for curves/surfaces, points/strokes for Grease Pencil, etc.). |
|  | [Sculpt Mode](../../sculpt_paint/sculpting/index.xhtml) | Provides an alternative toolset for editing an object’s shape (only for meshes). |
|  | [Vertex Paint Mode](../../sculpt_paint/vertex_paint/index.xhtml) | A mesh-only mode that allows you to set your mesh’s vertex colors (i.e. to “paint” them). |
|  | [Weight Paint Mode](../../sculpt_paint/weight_paint/index.xhtml) | A mesh-only mode, dedicated to vertex group weighting. |
|  | [Texture Paint Mode](../../sculpt_paint/texture_paint/index.xhtml) | A mesh-only mode that allows you to paint a texture directly on the model, in the 3D Viewport. |
|  | [Particle Edit Mode](../../physics/particles/mode.xhtml) | A mesh-only mode dedicated to particle systems, useful for editable systems (hair). |
|  | [Pose Mode](../../animation/armatures/posing/index.xhtml) | An armature-only mode, dedicated to posing. |
|  | [Draw Mode](../../grease_pencil/modes/draw/index.xhtml) | A Grease Pencil-only mode, dedicated to creating Grease Pencil strokes. |
|  | [Sculpt Mode (Grease Pencil)](../../grease_pencil/modes/sculpting/index.xhtml) | A Grease Pencil-only mode, used to deform and shape existing strokes more organically. |
|  | [Edit Mode (Grease Pencil)](../../grease_pencil/modes/edit/index.xhtml) | A Grease Pencil-only mode, dedicated to modifying individual strokes and points of Grease Pencil objects. |
|  | [Vertex Paint Mode (Grease Pencil)](../../grease_pencil/modes/vertex_paint/index.xhtml) | A Grease Pencil-only mode, dedicated to adding color the vertices of strokes directly. |
|  | [Weight Paint Mode (Grease Pencil)](../../grease_pencil/modes/weight_paint/index.xhtml) | A Grease Pencil-only mode, dedicated to assigning vertex weights to stroke. |

We will not go into any more detail on mode usages here,
because they are dealt with in their own sections.
user: Show practical ways to work with GreasePencilFrame(bpy_struct) in a Blender add-on or script – include code.

assistant: # GreasePencilFrame(bpy_struct)

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

*class* bpy.types.GreasePencilFrame(*bpy_struct*)
:   A Grease Pencil keyframe

    drawing
    :   A Grease Pencil drawing

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

    frame_number
    :   The frame number in the scene

        Type:
        :   int in [-1048574, 1048574], default 0, (readonly)

    keyframe_type
    :   Type of keyframe

        - `KEYFRAME`
          Keyframe – Normal keyframe, e.g. for key poses.
        - `BREAKDOWN`
          Breakdown – A breakdown pose, e.g. for transitions between key poses.
        - `MOVING_HOLD`
          Moving Hold – A keyframe that is part of a moving hold.
        - `EXTREME`
          Extreme – An ‘extreme’ pose, or some other purpose as needed.
        - `JITTER`
          Jitter – A filler or baked keyframe for keying on ones, or some other purpose as needed.
        - `GENERATED`
          Generated – A key generated automatically by a tool, not manually created.

        Type:
        :   enum in [`'KEYFRAME'`, `'BREAKDOWN'`, `'MOVING_HOLD'`, `'EXTREME'`, `'JITTER'`, `'GENERATED'`], default `'KEYFRAME'`

    select
    :   Frame Selection in the Dope Sheet

        Type:
        :   boolean, default False

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Provide the full official documentation entry for Install from Zip, preserving all code examples.

assistant: When choosing the zip-file, you have to manually extract Blender to the desired folder, where you can double-click the
executable to run Blender.

No start menu item will be created and no blend-file association will be registered,
but there is also no need for administrator rights. You can register the file association
manually by clicking [Register](../../editors/preferences/system.xhtml#bpy-ops-preferences-associate-blend) on the System tab of the
[Preferences](../../editors/preferences/system.xhtml). Alternatively, you can run `blender -r`
from the [Command Line](../../advanced/command_line/arguments.xhtml).

To make the installation and configuration fully self-contained, set up a
[Portable Installation](../../advanced/blender_directory_layout.xhtml#portable-installation).
user: Show practical ways to work with The Source of the Noise in a Blender add-on or script – include code.

assistant: To understand where noise can come from, take for example the scene below.
When we trace a light ray into the location marked by the white circle on a red dot,
the second image below gives an impression of what the diffuse shader “sees”.

To find the light that is reflected from this surface,
we need to find the average color from all these pixels.
Note the glossy highlight on the sphere,
and the bright spot the light casts on the nearby wall. These hot-spots are much brighter than
other parts of the image and will contribute significantly to the lighting of this pixel.

|  |  |  |
| --- | --- | --- |
| <../../../_images/render_cycles_optimizations_reducing-noise_fisheye-reference.jpg>   The scene. | <../../../_images/render_cycles_optimizations_reducing-noise_fisheye.jpg>   Irradiance at the shading point. | <../../../_images/render_cycles_optimizations_reducing-noise_fisheye-hotspot.jpg>   The detected highlights. |

The light is a known light source, so its location is already known,
but the glossy highlight(s) that it causes are a different matter.
The best we can do with path tracing is to distribute light rays randomly over the hemisphere,
hoping to find all the important bright spots. If for some pixels we miss some bright spot,
but we do find it for another, that results in noise. The more samples we take,
the higher the probability that we cover all the important sources of light.

With some tricks we can reduce this noise. If we blur the bright spots,
they become bigger and less intense, making them easier to find and less noisy.
This will not give the same exact result,
but often it’s close enough when viewed through a diffuse or soft glossy reflection.
Below is an example of using [Glossy Filter](../render_settings/light_paths.html#bpy-types-cyclesrendersettings-blur-glossy)
and [Light Falloff](../../shader_nodes/color/light_falloff.html).

|  |  |  |
| --- | --- | --- |
| <../../../_images/render_cycles_optimizations_reducing-noise_fisheye-blur-reference.jpg>   Using Glossy Filter & Light Falloff. | <../../../_images/render_cycles_optimizations_reducing-noise_fisheye-blur.jpg>   Irradiance at the shading point. | <../../../_images/render_cycles_optimizations_reducing-noise_fisheye-blur-hotspot.jpg>   The detected highlights. |
user: Show practical ways to work with Viewport Display in a Blender add-on or script – include code.

assistant: Wireframe
:   Method used to represent volumes in [wireframe](../../editors/3dview/display/shading.html#dview-shading-rendered) shading mode.
    For heavy volume data sets, it can be useful to set the object to always display as wireframe.
    This way, the 3D Viewport remains responsive but the volume still appears in the final render.

    None:
    :   The volume is not displayed in wireframe mode.

    Bounds:
    :   Displays the volume as a [Bounding Box](../../glossary/index.html#term-Bounding-Box) for the entire grid.

    Boxes:
    :   Displays bounding boxes for nodes in the volume tree.

    Points:
    :   Displays points for nodes in the volume tree.

Detail
:   The amount of detail to display for *Boxes* or *Points* wireframe mode.

    Coarse:
    :   Display one box or point for each intermediate tree node.

    Fine:
    :   Display a box or point for each leaf node containing 8×8 voxels.

Density
:   Thickness of the volume in the 3D Viewport.
    The density of the volume in the render is adjusted via
    [Volume Shading](../../render/shader_nodes/shader/volume_principled.html).

Interpolation
:   Interpolation method to use for the visualization of the fluid grid.

    Linear:
    :   Linear interpolation between voxels. Gives good smoothness and speed.

    Cubic:
    :   Cubic interpolation between voxels. Gives smoothed high quality interpolation, but is slower.

    Closest:
    :   No interpolation between voxels. Gives raw voxels.

### Slice

Renders only a single 2D section of the domain object.

Axis
:   Auto:
    :   Adjust slice direction according to the view direction.

    X/Y/Z:
    :   Slice along the X, Y, or Z axis.

Position
:   Position of the slice relative to the length of the respective domain side.
user: Give a detailed overview of Cycles and EEVEE Differences: syntax, arguments, return values, common patterns.

assistant: The number of iterations in *Cycles* must evaluate to a constant value.
This means the number of iterations can’t be driven by [Input Nodes](../input/index.xhtml) or [Texture Nodes](../textures/index.xhtml).

[image reference removed]

Error shown when *Cycles* is selected as the active *Render Engine*.

*EEVEE* doesn’t have this limitation, so the number of iterations can be driven by any type of node.
user: Provide the full official documentation entry for Poor Performance, preserving all code examples.

assistant: - Update your graphics drivers (see above).
- On laptops, make sure you are using a dedicated GPU (see above).
- Try lowering quality settings in Preferences ‣ System ‣ Memory & Limits.
- Try undoing settings in your graphics drivers, if you made any changes there.
user: Describe Usage from the Blender manual or Python API, including usage steps and snippets.

assistant: ### Running Scripts

The most notable keystroke is `Alt`-`P` which executes the current text as a Python script.
You can access not just the standard Python modules, but also a whole bunch of Blender-specific ones;
see [Scripting & Extending Blender](../advanced/scripting/index.xhtml).
user: Describe Active Element from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

Active Element panel.

These settings apply only to the selected metaball element.

Type
:   Changes the [primitive shape](primitives.xhtml) of the meta object.

Stiffness
:   Controls the influence range for individual metaball elements, unlike *Influence Threshold*
    which controls the influence for the entire [meta family](editing.xhtml#meta-ball-object-families).
    This essentially defines how sensitive a meta is to being affected by other metas.
    With a low stiffness, the meta will begin to deform from further away.
    A higher value means the meta needs to be close to another one to begin merging.
    The *Stiffness* is visualized by the *green ring* and can be selected and [scaled](../../scene_layout/object/editing/transform/scale.xhtml#bpy-ops-transform-resize)
    to also change the *Stiffness* value.

    To be visible, the *Stiffness* must be slightly larger than the *Threshold* value.

    [image reference removed]

    The left meta ball, has a smaller *Stiffness* value than the right one.

Radius
:   Controls the physical size of the metaball.
    This works the same as scaling the metaball in Object Mode.
    The *Radius* is visualized by the *white ring* and can be selected and [scaled](../../scene_layout/object/editing/transform/scale.xhtml#bpy-ops-transform-resize)
    to also change the *Radius* value.

Negative
:   Controls whether the influence is *positive* or *negative*.

    A *positive* influence is defined as an attraction,
    meaning that the meshes will stretch towards each other as the *rings of influence* intersect.
    The opposite effect would be a *negative* influence where the objects repel each other.

    |  |  |
    | --- | --- |
    | ../../_images/modeling_metas_editing_family.png   Positive influence of three metaballs. | ../../_images/modeling_metas_editing_negative-influence.png   Negative influence of a meta ball; the first is negative and the second positive. |

Hide
:   As in [Show/Hide](../../scene_layout/object/editing/show_hide.xhtml#object-show-hide) in Object Mode, you can hide the selected meta(s),
    and then reveal what was hidden. This is very handy for cleaning your views up a bit.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Surface
:   The appearance of the environment.
    Usually connected to a [Background](../shader/background.xhtml) shader.

Volume
:   Used to add volumetric effects to the world.
    See the shaders [Principled Volume](../shader/volume_principled.xhtml),
    [Volume Absorption](../shader/volume_absorption.xhtml),
    and [Volume Scatter](../shader/volume_scatter.xhtml) for more information.
user: Show practical ways to work with Triangles to Quads in a Blender add-on or script – include code.

assistant: # Triangles to Quads

This operator converts selected triangles into quads by merging adjacent triangles and removing
the shared edge to form a quad, based on a threshold.

It works with a selection of multiple triangles at once.
This means you can select the entire mesh to convert triangles that already form square shapes into quads,
without worrying about individual faces. Alternatively, manually select pairs of faces to guide the
operator to join them as desired (see hint below for more joining options).

To create a quad, the operator requires at least two adjacent triangles. If you have an odd number
of selected triangles, not all triangles may be converted to quads. The operator aims to create the
most even rectangular quads, so some triangles may remain.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_face_triangles-quads_before.png   Before converting triangles to quads. | ../../../../_images/modeling_meshes_editing_face_triangles-quads_after.png   After converting triangles to quads. |

Max Angle
:   Controls the threshold for this operator to work on adjacent triangles, with values between 0
    and 180 degrees. At 0.0, only adjacent triangles that form a perfect rectangle are joined
    (i.e. right-angled triangles sharing their hypotenuses). Larger values are required for
    triangles with a shared edge that is small, relative to the size of the other edges of the triangles.

Topology Influence
:   Prioritizes edge joins that create quads with geometry that matches existing quads’ topology.
    Useful for preserving topology, especially in areas with dense or irregular geometry.

Compare UVs
:   Prevents the union of triangles that are not also adjacent in the active UV map.

Compare Color Attributes
:   Prevents the union of triangles that do not have matching
    [Color Attributes](../../properties/object_data.xhtml#modeling-meshes-properties-object-data-color-attributes).

Compare Sharp
:   Prevents the union of triangles that share an edge marked as sharp.

Compare Materials
:   Prevents the union of triangles that do not have the same material assigned.

Deselect Joined
:   Deselects the triangles that were successfully merged into quads during the operation.
    Useful for identifying the remaining triangles that still need to be converted.
user: Show practical ways to work with Writing Shaders in a Blender add-on or script – include code.

assistant: For more details on how to write shaders, see the
[OSL Documentation](https://open-shading-language.readthedocs.io/en/latest/).

Here is a simple example:

```
shader simple_material(
    color Diffuse_Color = color(0.6, 0.8, 0.6),
    float Noise_Factor = 0.5,
    output closure color BSDF = diffuse(N))
{
    color material_color = Diffuse_Color * mix(1.0, noise(P * 10.0), Noise_Factor);
    BSDF = material_color * diffuse(N);
}
```
user: How do I use Bpy.Types.Textstrip in Blender? Include parameters, examples, warnings and best practices.

assistant: xtStrip.color TextStrip.font TextStrip.font_size TextStrip.input_count TextStrip.location TextStrip.outline_color TextStrip.outline_width TextStrip.shadow_angle TextStrip.shadow_blur TextStrip.shadow_color TextStrip.shadow_offset TextStrip.text TextStrip.use_bold TextStrip.use_box TextStrip.use_italic TextStrip.use_outline TextStrip.use_shadow TextStrip.wrap_width TextStrip.bl_rna_get_subclass() TextStrip.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: Explain Usage in complete detail according to the official Blender documentation.

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*.