PGCRYPT/OpenBlender_Train huggingface dataset:
user: Explain NodeSocketString(NodeSocketStandard) in complete detail according to the official Blender documentation.

assistant: # NodeSocketString(NodeSocketStandard)

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

*class* bpy.types.NodeSocketString(*NodeSocketStandard*)
:   String socket of a node

    default_value
    :   Input value used for unconnected socket

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

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

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: How do I use Key Features in Blender? Include parameters, examples, warnings and best practices.

assistant: - Blender is a fully integrated 3D content creation suite, offering a broad range of essential tools, including
  [Modeling](../../modeling/introduction.xhtml),
  [Rendering](../../render/introduction.xhtml),
  [Animation & Rigging](../../animation/introduction.xhtml),
  [Video Editing](../../video_editing/index.xhtml),
  [VFX](../../movie_clip/index.xhtml),
  [Compositing](../../compositing/introduction.xhtml),
  [Texturing](../../editors/uv/introduction.xhtml),
  and many types of [Simulations](../../physics/introduction.xhtml).
- It is cross platform, with an OpenGL GUI that is uniform on all major platforms (and customizable with Python
  scripts).
- It has a high-quality 3D architecture, enabling fast and efficient creation workflow.
- It boasts active community support. See [blender.org/community](https://www.blender.org/community) for an
  extensive list of sites.
- It can be installed into and run from any directory without modifying the system.

You can download the latest version of Blender [here](https://www.blender.org/download/).

[image reference removed]

A rendered image being post-processed.

Blender makes it possible to perform a wide range of tasks, and it may seem daunting when first trying to grasp the
basics. However, with a bit of motivation and the right learning material, it is possible to familiarize yourself with
Blender after a few hours of practice.

This manual is a good start, though it serves more as a reference. There are also many online video tutorials from
specialized websites.

Despite everything Blender can do, it remains a tool. Great artists do not create masterpieces by pressing buttons or
manipulating brushes, but by learning and practicing subjects such as human anatomy, composition, lighting, animation
principles, etc.

3D creation software such as Blender have an added technical complexity and jargon associated with the underlying
technologies. Terms like UV maps, materials, shaders, meshes, and “subdivs” are the media of the digital artist, and
understanding them, even broadly, will help you to use Blender to its best.

So keep reading this manual, learn the great tool that Blender is, and keep your mind open to other artistic and
technological areas – and you, too, can become a great artist.
user: Provide the full official documentation entry for History, preserving all code examples.

assistant: [Laplacian Surface Editing](https://igl.ethz.ch/projects/Laplacian-mesh-processing/Laplacian-mesh-editing/laplacian-mesh-editing.pdf)
is a method developed by Olga Sorkine and others in 2004.
This method preserves geometric details as much as possible while the user makes editing operations.
This method uses [differential coordinates](https://igl.ethz.ch/projects/Laplacian-mesh-processing/Laplacian-mesh-editing/diffcoords-editing.pdf)
corresponding to the difference between a vector and the weighted average
of its neighbors to represent the local geometric detail of the mesh.

[[image reference removed]](../../../_images/modeling_modifiers_deform_laplacian-deform_diagram-differential-coordinate.png)

Differential Coordinate.
user: Provide the full official documentation entry for BlendDataGreasePencilsV3(bpy_struct), preserving all code examples.

assistant: # BlendDataGreasePencilsV3(bpy_struct)

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

*class* bpy.types.BlendDataGreasePencilsV3(*bpy_struct*)
:   Collection of Grease Pencils

    tag(*value*)
    :   tag

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

    new(*name*)
    :   Add a new Grease Pencil data-block to the main database

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

        Returns:
        :   New Grease Pencil data-block

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

    remove(*grease_pencil*, *\**, *do_unlink=True*, *do_id_user=True*, *do_ui_user=True*)
    :   Remove a Grease Pencil instance from the current blendfile

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Empties can serve as transform handles. Some examples of ways to use them include:

Parent object for a group of objects

An empty can be parented to any number of other objects.
This gives the user the ability to control a group of objects easily, and without affecting a render.

Target for constraints

An empty can also be used as a target for normal, or bone constraints.
This gives the user far more control; for instance,
a rig can easily be set up to enable a camera to point towards an empty using the *Track to* constraint.

Array offset

An empty can be used to offset an Array Modifier,
meaning complex deformations can be achieved by only moving a single object.

|  |  |
| --- | --- |
| <../_images/modeling_modifiers_generate_array_example-fractal-1.jpg>   An example of an empty being used to control an array. | <../_images/modeling_empties_example-track-to-simple.png>   An example of an empty being used to control the Track To constraint. |

Other common uses:

- Placeholders
- Rigging controls
- DOF distances
- Reference Images
user: How do I use Legacy Intel HD 4000/5000 in Blender? Include parameters, examples, warnings and best practices.

assistant: When running on Intel 3rd, 4th or 5th gen iGPUs, the latest Intel driver will crash on startup. In order to start
Blender try to install a previous version of the driver. Drivers that are known to work are:

- 20.19.15.4835
- 20.19.15.4963
- 20.19.15.5063

Drivers that are known to fail are:

- 20.19.15.5126
- 20.19.15.5144
- 20.19.15.5166
- 20.19.15.5171

[Download older Intel Drivers](https://www.intel.com/content/www/us/en/support/articles/000089377/graphics.html)
user: Explain Normalize in complete detail according to the official Blender documentation.

assistant: This tool only works on the active vertex group. All vertices keep their relative weights,
but the entire set of weights is scaled up such that the highest weight value is 1.0.

[image reference removed]

Normalize example.
user: Explain SpaceInfo(Space) in complete detail according to the official Blender documentation.

assistant: # SpaceInfo(Space)

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

*class* bpy.types.SpaceInfo(*Space*)
:   Info space data

    show_report_debug
    :   Display debug reporting info

        Type:
        :   boolean, default False

    show_report_error
    :   Display error text

        Type:
        :   boolean, default False

    show_report_info
    :   Display general information

        Type:
        :   boolean, default False

    show_report_operator
    :   Display the operator log

        Type:
        :   boolean, default False

    show_report_warning
    :   Display warnings

        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

    *classmethod* draw_handler_add(*callback*, *args*, *region_type*, *draw_type*)
    :   Add a new draw handler to this space type.
        It will be called every time the specified region in the space type will be drawn.
        Note: All arguments are positional only for now.

        Parameters:
        :   - **callback** (*Callable**[**...**,* *Any**]*) – A function that will be called when the region is drawn.
              It gets the specified arguments as input, it’s return value is ignored.
            - **args** (*tuple**[**Any**,* *...**]*) – Arguments that will be passed to the callback.
            - **region_type** (*str*) – The region type the callback draws in; usually `WINDOW`. ([`bpy.types.Region.type`](bpy.types.Region.html#bpy.types.Region.type "bpy.types.Region.type"))
            - **draw_type** (*str*) – Usually `POST_PIXEL` for 2D drawing and `POST_VIEW` for 3D drawing. In some cases `PRE_VIEW` can be used. `BACKDROP` can be used for backdrops in the node editor.

        Returns:
        :   Handler that can be removed later on.

        Return type:
        :   object

    *classmethod* draw_handler_remove(*handler*, *region_type*)
    :   Remove a draw handler that was added previously.

        Parameters:
        :   - **handler** (*object*) – The draw handler that should be removed.
            - **region_type** (*str*) – Region type the callback was added to.
user: Describe Bake Pass Type Items from the Blender manual or Python API, including usage steps and snippets.

assistant: # Bake Pass Type Items

COMBINED:
:   Combined.

AO:
:   Ambient Occlusion.

SHADOW:
:   Shadow.

POSITION:
:   Position.

NORMAL:
:   Normal.

UV:
:   UV.

ROUGHNESS:
:   ROUGHNESS.

EMIT:
:   Emission.

ENVIRONMENT:
:   Environment.

DIFFUSE:
:   Diffuse.

GLOSSY:
:   Glossy.

TRANSMISSION:
:   Transmission.
user: How do I use Transform Geometry Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Transform Geometry Node

[image reference removed]

The *Transform Geometry Node* allows you to move, rotate or scale the geometry.
The transformation is applied to the entire geometry, and not per element.
The [Set Position Node](../write/set_position.xhtml) is used for moving
individual points of a geometry. For transforming instances individually, the instance
[translate](../../instances/translate_instances.xhtml),
[rotate](../../instances/rotate_instances.xhtml), or
[scale](../../instances/scale_instances.xhtml) nodes can be used.
user: Describe Bpy.Types.Spacetexteditor from the Blender manual or Python API, including usage steps and snippets.

assistant: tors bpy_struct.type_recast bpy_struct.values Space.bl_rna_get_subclass Space.bl_rna_get_subclass_py Space.draw_handler_add Space.draw_handler_remove Next SpaceUVEditor(bpy_struct) Previous SpaceSpreadsheet(Space) Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page SpaceTextEditor(Space) SpaceTextEditor SpaceTextEditor.find_text SpaceTextEditor.font_size SpaceTextEditor.margin_column SpaceTextEditor.replace_text SpaceTextEditor.show_line_highlight SpaceTextEditor.show_line_numbers SpaceTextEditor.show_margin SpaceTextEditor.show_region_footer SpaceTextEditor.show_region_ui SpaceTextEditor.show_syntax_highlight SpaceTextEditor.show_word_wrap SpaceTextEditor.tab_width SpaceTextEditor.text SpaceTextEditor.top SpaceTextEditor.use_find_all SpaceTextEditor.use_find_wrap SpaceTextEditor.use_live_edit SpaceTextEditor.use_match_case SpaceTextEditor.use_overwrite SpaceTextEditor.visible_lines SpaceTextEditor.is_syntax_highlight_supported() SpaceTextEditor.region_location_from_cursor() SpaceTextEditor.bl_rna_get_subclass() SpaceTextEditor.bl_rna_get_subclass_py() SpaceTextEditor.draw_handler_add() SpaceTextEditor.draw_handler_remove() Inherited Properties Inherited Functions
user: Show practical ways to work with Properties in a Blender add-on or script – include code.

assistant: Mode
:   Evaluated:
    :   Creates points from the curve’s evaluated points based on
        the [resolution](../read/spline_resolution.xhtml) attribute
        for NURBS and Bézier splines. This mode will generally be the fastest,
        since the second step of sampling equal lengths is not necessary.

    Count:
    :   Sample each spline by evenly distributing the specified number of points.

    Length:
    :   Sample each spline by splitting it into segments with specified length.
        The length will be rounded down so that a whole number of samples will fit in
        each input spline. To counteract jumping when the length of the spline changes,
        the [Trim Curve Node](trim_curve.xhtml) can be used with
        a multiple of this length.
user: Provide the full official documentation entry for Options, preserving all code examples.

assistant: [image reference removed]

Camera Solver constraint.

Active Clip
:   Whether to follow the physical camera of the scene’s [Active Clip](../../../scene_layout/scene/properties.xhtml#bpy-types-scene-active-clip).
    If unchecked, a selector appears for choosing another clip.

Constraint to F-Curve
:   Replaces the constraint by a set of equivalent [keyframes](../../keyframes/introduction.xhtml).

[Influence](../interface/common.xhtml#bpy-types-constraint-influence)
:   How strongly the constraint affects the Blender camera.
user: How do I use User Directories in Blender? Include parameters, examples, warnings and best practices.

assistant: User directories store preferences, startup file, installed extensions,
presets and more. By default these use the standard configuration folders
for each operating system.

### Linux

```
$HOME/.config/blender/5.0/
```

If the `$XDG_CONFIG_HOME` environment variable is set:

```
$XDG_CONFIG_HOME/blender/5.0/
```

### macOS

```
/Users/$USER/Library/Application Support/Blender/5.0/
```

### Windows

```
%USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\5.0\
```

### Portable Installation

When running Blender from a portable drive, it’s possible to keep the configuration
files on the same drive to take with you.

To enable this, create a folder named `portable` at the following locations:

- Windows: Next to the Blender executable, in the unzipped folder
- Linux: Next to the Blender executable, in the unzipped folder
- macOS: Inside the application bundle at `Blender.app/Contents/Resources`

This folder will then store preferences, startup file, installed extensions
and presets.

### Environment Variables

The `BLENDER_USER_RESOURCES` [environment variable](command_line/arguments.xhtml#command-line-args-environment-variables)
can be set to a custom directory to replace the default user directory.
user: Give a detailed overview of Elastic Deform: syntax, arguments, return values, common patterns.

assistant: # Elastic Deform

Used to simulate realistic deformations such as grabbing or twisting of [Elastic](../../../glossary/index.html#term-Elastic) objects.
For example, this tool works great for modeling the shape of organic objects such as humans or animals.
When pressing `Ctrl`, the brush deforms vertices along the normal of the active vertex.
user: Describe Inherited Properties from the Blender manual or Python API, including usage steps and snippets.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") | - [`LineStyleThicknessModifier.name`](bpy.types.LineStyleThicknessModifier.html#bpy.types.LineStyleThicknessModifier.name "bpy.types.LineStyleThicknessModifier.name") |
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Instances
:   Standard geometry input.

Selection
:   Boolean field used to determine if an instance will be translated.

Translation
:   The vector to translate the instances by.

Local Space
:   If enabled, the instances are translated relative to their initial rotation.
    Otherwise they are translated in the local space of the modifier object.
user: Describe Translate the User Manual from the Blender manual or Python API, including usage steps and snippets.

assistant: # Translate the User Manual

Help bring Blender to the world! 🌍 Join the translation effort to make the Blender Manual accessible in more
languages. Whether you’re fluent in another language or just starting, every contribution makes a difference. Let’s
build a global community!
user: How do I use Examples in Blender? Include parameters, examples, warnings and best practices.

assistant: Combined with the [Index of Nearest](../modeling/geometry_nodes/geometry/sample/index_of_nearest.xhtml),
this can be used for a number of sphere-based simulations.

[image reference removed]

Index of Nearest sample file CC-BY Sean Christofferson.
user: Show practical ways to work with Field Weights in a Blender add-on or script – include code.

assistant: The Field Weight panel allows you to control how much influence each type of external force field, or effector,
has on the particle system. Force fields are external forces that give dynamic system’s motion.
The force fields types are detailed on the [Force Field Page](../../forces/force_fields/index.xhtml).

Effector Group
:   Limit effectors to a specified group. Only effectors in this group will have an effect on the current system.

Gravity
:   Control how much the Global Gravity has an effect on the system.

All
:   Scale all of the effector weights.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Value
:   A float or vector value that is relative to the image size and should be converted to pixels.

Image
:   The image used to determine the resolution for the conversion. This defines the reference size
    used for computing pixel values.
user: Provide the full official documentation entry for DriverVariable(bpy_struct), preserving all code examples.

assistant: # DriverVariable(bpy_struct)

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

*class* bpy.types.DriverVariable(*bpy_struct*)
:   Variable from some source/target for driver relationship

    is_name_valid
    :   Is this a valid name for a driver variable

        Type:
        :   boolean, default False, (readonly)

    name
    :   Name to use in scripted expressions/functions (no spaces or dots are allowed, and must start with a letter)

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

    targets
    :   Sources of input data for evaluating this variable

        Type:
        :   [`bpy_prop_collection`](bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection "bpy.types.bpy_prop_collection") of [`DriverTarget`](bpy.types.DriverTarget.html#bpy.types.DriverTarget "bpy.types.DriverTarget"), (readonly)

    type
    :   Driver variable type

        - `SINGLE_PROP`
          Single Property – Use the value from some RNA property.
        - `TRANSFORMS`
          Transform Channel – Final transformation value of object or bone.
        - `ROTATION_DIFF`
          Rotational Difference – Use the angle between two bones.
        - `LOC_DIFF`
          Distance – Distance between two bones or objects.
        - `CONTEXT_PROP`
          Context Property – Use the value from some RNA property within the current evaluation context.

        Type:
        :   enum in [`'SINGLE_PROP'`, `'TRANSFORMS'`, `'ROTATION_DIFF'`, `'LOC_DIFF'`, `'CONTEXT_PROP'`], default `'SINGLE_PROP'`

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   [type](#bpy.types.DriverVariable.type "bpy.types.DriverVariable.type")
user: Give a detailed overview of Repeat Zone: syntax, arguments, return values, common patterns.

assistant: # Repeat Zone

A *Repeat Zone* executes a set of nodes multiple times.

[image reference removed]

The zone consists of an input node on the left, an output node on the right,
and an orange area in the middle for placing the nodes to repeat. When the zone executes
for the first time, it evaluates its inputs and forwards them to its inner nodes.
These inner nodes can then write to the output node for providing inputs to the next
iteration, and for providing the result of the zone after the last iteration.

The nodes inside the zone can also take inputs from nodes outside the zone – these
inputs are then the same in every iteration. However, nodes inside the zone can’t
send their outputs to nodes outside the zone.
user: Give a detailed overview of Sampling: syntax, arguments, return values, common patterns.

assistant: # Sampling

The quality of the renders can be adjusted by changing the [Anti-Aliasing](../../glossary/index.xhtml#term-Anti-Aliasing) method.
A different one can be selected for the 3D Viewport, viewport rendering and
for final rendering.

The setting for the 3D Viewport is a user preference to specify the anti-aliasing method
that runs best on the used system. The setting for viewport rendering
and final rendering is saved per scene.

No Anti-Aliasing
:   With this option selected no anti-aliasing will be applied.

Single Pass Anti-Aliasing
:   Scene will be rendered with a post-process anti-aliasing pass.

Multisample
:   The scene will be rendered multiple times with a slight offset.
    The anti-aliasing will be gathered from the multiple renders.
    The number of samples are predefined so it uses the best distribution of the samples.

    5, 8, 11, 16, 32

    *Progressive Viewport Rendering*

    For the 3D Viewport, one sample is rendered at a time. When there are no changes
    to the scene or viewport the next sample will be rendered.
user: How do I use Attributes in Blender? Include parameters, examples, warnings and best practices.

assistant: When merging attributes from multiple geometry inputs, the highest complexity data type is chosen
for the output attribute. For example, if a `weight` attribute is a Boolean on one geometry input
and a vector on another, the `weight` attribute on the output geometry will use the vector data type.

Named and anonymous attributes are propagated from the [instance domain](../attributes_reference.html#attribute-domains)
to the realized geometry. If an attribute exists both on the base geometry and on an instance,
the attribute values from the base geometry take precedence.
user: What is Generic Spring Constraint and how is it used in Blender Python scripting?

assistant: # Generic Spring Constraint

The generic spring constraint adds some spring parameters for the X/Y/Z axes
to all the options available on the Generic constraint.
Using the spring alone allows the objects to bounce around as if attached
with a spring anchored at the constraint object.
This is usually a little too much freedom,
so most applications will benefit from enabling translation or rotation constraints.

If the damping on the springs is set to 1, then the spring forces are prevented from realigning the anchor points,
leading to strange behavior. If your springs are acting weird, check the damping.
user: Explain Using Simulation to Shape/Sculpt a Mesh in complete detail according to the official Blender documentation.

assistant: You can *Apply* the Cloth Modifier at any point to freeze the mesh in
position at that frame. You can then re-enable the cloth,
setting the start and end frames from which to run the simulation forward.

Another example of aging is a flag.
Define the flag as a simple grid shape and pin the edge against the flagpole.
Simulate for 50 frames or so, and the flag will drop to its “rest” position.
Apply the *Cloth* Modifier.
If you want the flag to flap or otherwise move in the scene,
re-enable it for the frame range when it is in camera view.
user: Provide the full official documentation entry for Properties, preserving all code examples.

assistant: Transform Space
:   The transformation of the output instances. The instances are transformed, but not the geometry of the
    collection in them.

    Original:
    :   Output the instances relative to the collection offset.

    Relative:
    :   Join the input collection instances with the modified object as geometry,
        maintaining the relative position between the objects in the scene.
user: Give a detailed overview of Advanced Operations: syntax, arguments, return values, common patterns.

assistant: If the web-based interface does not suit your needs, PO-files can be downloaded, edited locally, and uploaded back to
the platform.

### Installing

Before proceeding with translation tasks, ensure the manual builds correctly by following the
[Getting Started](../manual/index.html#about-getting-started) section.

#### Language Files

Run the following command from the manual’s root directory:

```
make checkout_locale
```

You will be prompted to specify the language folder to download. For example, type `fr` for French and press
`Return`. The command creates a `locale/fr` subdirectory after downloading.

Example directory structure:

You should have a directory layout like this:

```
blender-manual
   |- locale/
   |  |- fr/
   |  |  |- LC_MESSAGES/
   |- manual/
```

Alternatively, download the PO files directly from Weblate by navigating to the `Files` menu on the language’s page.

#### PO-File Editor

To edit the PO files, install a PO-file editor to modify the translation files. [Poedit](https://poedit.net/) is
recommended, but other editors are also suitable.

### Building with Translations

To build the manual with translations applied run the following commands in a terminal:

- **Linux/macOS**:

  ```
  make -e BF_LANG=fr
  ```
- **Windows**:

  ```
  set BF_LANG=fr
  make html
  ```

### Editing Translation Files

The PO files in the `LC_MESSAGES` folder include:

- `blender_manual.po`: The main file containing user manual translations.
- `sphinx.po`: A smaller file for translating the website theme.

1. Use the PO editor to open these files. Each entry represents a section of the manual.
2. Translate any untranslated strings using the input field provided by the editor.
3. Save changes and upload the modified `.po` files back to Weblate.

### Maintenance

#### Keeping Track of Fuzzy Strings

When the manual is updated, outdated translations are marked as fuzzy. To track these run:

```
make report_po_progress
```

For a detailed report, run:

```
python tools/translations/report_translation_progress.py locale/fr/
```

This lists files with fuzzy or empty strings. For more options, see:

```
python tools/translations/report_translation_progress.py --help
```

#### Updating PO Files

Administrators regularly update PO files to match the latest English manual (typically weekly). The last update can be
checked on the
[Blender Manual Translations](https://projects.blender.org/blender/blender-manual-translations) project page.

Translators can update files locally using:

```
make update_po
```

However, uploading these files to Weblate is not permitted.
user: Give a detailed overview of Blend Hair Curves: syntax, arguments, return values, common patterns.

assistant: # Blend Hair Curves

The *Blend Hair Curves* node smooths or blends the shape of hair curves by averaging
their positions with nearby curves within a specified radius.
This can be used to reduce noise, create more coherent flow in the groom, or
harmonize transitions between clumps of hair.
user: Explain Installation on Linux in complete detail according to the official Blender documentation.

assistant: # Installation on Linux

This guide covers the following topics:

1. [Installing Dependencies](#installing-dependencies)
2. [Downloading the Repository](#downloading-the-repository)
3. [Setting up the Build Environment](#setting-up-the-build-environment)
user: Describe ImagePackedFile(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # ImagePackedFile(bpy_struct)

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

*class* bpy.types.ImagePackedFile(*bpy_struct*)
:   filepath
    :   Type:
        :   string, default “”, (never None, blend relative `//` prefix supported)

    packed_file
    :   Type:
        :   [`PackedFile`](bpy.types.PackedFile.html#bpy.types.PackedFile "bpy.types.PackedFile"), (readonly)

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

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

    save()
    :   Save the packed file to its filepath

    *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 Options in a Blender add-on or script – include code.

assistant: [image reference removed]

UI for a Fluid Flow force field.

Domain Object
:   An object that is used as a domain for the smoke simulation.

Apply Density
:   Adjust the force strength based on the smoke density.
user: Describe The Big Picture from the Blender manual or Python API, including usage steps and snippets.

assistant: - Activate Freestyle by the Properties ‣ Render ‣ Freestyle checkbox.
- Freestyle settings are located in the [View Layer](../layers/index.xhtml) properties.
- One view layer can only have one view map. A view map holds the edge detection settings
  (Crease Angle, Culling toggle, Face Smoothness toggle, Material Boundaries toggle,
  Sphere Radius, and Kr Derivative Epsilon advanced options).
- A view map can have multiple Line Sets.
- A line set controls which line types and selections will be rendered, from lines based on your scene.
- Each line set uses one line style (which can be shared between multiple Line Sets).
- A line style tells Freestyle how to render the linked Line Sets in terms of color, alpha,
  thickness and other aspects.

[image reference removed]

Block diagram of Freestyle view map and processes.
user: Explain Material in complete detail according to the official Blender documentation.

assistant: # Material

The *Material* modifier alters the base property with a new one taken from a given range mapped on
the current material under the stroke.

You can use various properties of the materials, among which many are mono-component
(i.e. give black-and-white results). In this case for the color modifier, an optional color ramp can be used to
map these gray-scale values to colored ones.
In the reverse case properties of the materials, which are multi-components
(i.e. give RGB results) the mean value will be used for Alpha and Thickness modifiers.

If used with the *Split by Material* option in the *Stroke* tab,
the result will not be blurred between materials along the strokes.

[[image reference removed]](../../../../../../_images/render_freestyle_parameter-editor_line-style_modifiers_color_material_example.png)

Material modifiers demo by T.K.
([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Lilies_Color_Material.zip)).
user: Provide the full official documentation entry for Rotation, preserving all code examples.

assistant: # Rotation

These parameters specify how the individual particles are rotated at the start of,
and during, their lifetime. You can visualize their orientation by setting *Display As*
to *Axis* in the [Viewport Display](display.html) panel.

Orientation Axis
:   Aligns the X axis of new particles to:

    None
    :   The global X axis.

    Normal
    :   The emitter’s surface normal.

    Normal-Tangent
    :   The emitter’s surface normal, additionally aligning the particle’s Y axis to the positive V
        direction in the emitter’s active UV map. This makes it possible to deform the emitter
        while keeping particle rotation consistent.

    Velocity / Hair
    :   The particle’s initial velocity vector/hair growth direction.

    Global X, Y, Z
    :   One of the global axes.

    Object X, Y, Z
    :   One of the emitter’s local axes.

Randomize
:   How much to randomize the particle’s initial rotation (along all axes).

Phase
:   Initial rotation around the particle’s X axis, going from -1 (-180°) to 1 (180°).

Randomize Phase
:   Maximum random rotation to add to the *Phase*, going from 0 (0°) to 2 (360°).

Dynamic
:   Whether the particles’ rotation can change over time.
user: Explain Wm Report Items in complete detail according to the official Blender documentation.

assistant: # Wm Report Items

DEBUG:
:   Debug.

INFO:
:   Info.

OPERATOR:
:   Operator.

PROPERTY:
:   Property.

WARNING:
:   Warning.

ERROR:
:   Error.

ERROR_INVALID_INPUT:
:   Invalid Input.

ERROR_INVALID_CONTEXT:
:   Invalid Context.

ERROR_OUT_OF_MEMORY:
:   Out of Memory.
user: What is Introduction and how is it used in Blender Python scripting?

assistant: # Introduction

[image reference removed]

The Vertex Groups panel.

Vertex groups are primarily used to tag vertices that belong to specific parts of a mesh or [Lattice](../../../../glossary/index.html#term-Lattice) object.
For example, they can represent the legs of a chair, the hinges of a door, or the arms, hands, and head of a
character.

Each vertex group can store a weight value for each vertex it includes. These weights are in the range of 0 to 1 and
are used by many operators, tools, and modifiers, which is why vertex groups are sometimes also referred to as “weight
groups”.
user: Provide the full official documentation entry for References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`bpy.context.particle_system`](bpy.context.html#bpy.context.particle_system "bpy.context.particle_system") - [`bpy.context.particle_system_editable`](bpy.context.html#bpy.context.particle_system_editable "bpy.context.particle_system_editable") - [`DepsgraphObjectInstance.particle_system`](bpy.types.DepsgraphObjectInstance.html#bpy.types.DepsgraphObjectInstance.particle_system "bpy.types.DepsgraphObjectInstance.particle_system") - [`DynamicPaintBrushSettings.particle_system`](bpy.types.DynamicPaintBrushSettings.html#bpy.types.DynamicPaintBrushSettings.particle_system "bpy.types.DynamicPaintBrushSettings.particle_system") - [`FluidFlowSettings.particle_system`](bpy.types.FluidFlowSettings.html#bpy.types.FluidFlowSettings.particle_system "bpy.types.FluidFlowSettings.particle_system") | - [`Object.particle_systems`](bpy.types.Object.html#bpy.types.Object.particle_systems "bpy.types.Object.particle_systems") - [`ParticleInstanceModifier.particle_system`](bpy.types.ParticleInstanceModifier.html#bpy.types.ParticleInstanceModifier.particle_system "bpy.types.ParticleInstanceModifier.particle_system") - [`ParticleSystemModifier.particle_system`](bpy.types.ParticleSystemModifier.html#bpy.types.ParticleSystemModifier.particle_system "bpy.types.ParticleSystemModifier.particle_system") - [`ParticleSystems.active`](bpy.types.ParticleSystems.html#bpy.types.ParticleSystems.active "bpy.types.ParticleSystems.active") |
user: Provide the full official documentation entry for Properties, preserving all code examples.

assistant: Offset
:   Determines the brick offset of the various rows.

Frequency
:   How often rows are offset; a value of 2 gives an even/uneven pattern of rows.

Squash
:   Factor to adjust the brick’s width for particular rows determined by the *Frequency*

Frequency
:   How often rows consist of “squished” bricks.
user: Show practical ways to work with NodeSocketVectorEuler4D(NodeSocketStandard) in a Blender add-on or script – include code.

assistant: # NodeSocketVectorEuler4D(NodeSocketStandard)

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

*class* bpy.types.NodeSocketVectorEuler4D(*NodeSocketStandard*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   [`mathutils.Quaternion`](mathutils.html#mathutils.Quaternion "mathutils.Quaternion") rotation of 4 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0)

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

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: What is Property Flag Enum Items and how is it used in Blender Python scripting?

assistant: # Property Flag Enum Items

READ_ONLY:
:   Read Only.

    When set, the property cannot be edited.

HIDDEN:
:   Hidden.

    For operators: hide from places in the user interface where Blender would add the property automatically, like Adjust Last Operation. Also this property is not written to presets..

SKIP_SAVE:
:   Skip Save.

    For operators: the value of this property will not be remembered between invocations of the operator; instead, each invocation will start by using the default value. Also this property is not written to presets..

ANIMATABLE:
:   Animatable.

LIBRARY_EDITABLE:
:   Library Editable.

    This property can be edited, even when it is used on linked data (which normally is read-only). Note that edits to the property will not be saved to the blend file..

ENUM_FLAG:
:   Enum Flag.
user: Explain Selecting Curve Elements in complete detail according to the official Blender documentation.

assistant: # Selecting Curve Elements

Hair curves, while similar to regular curves are a bit different and have their own selection tools.
Many of these match their regular curve tools but are implemented differently
All hair curve selection operators are documented below for completeness.

These selection operators work in both Sculpt and Edit modes.
user: Give a detailed overview of Properties: syntax, arguments, return values, common patterns.

assistant: Normalize
:   If enabled, the X-coordinates of the *Segment Coordinates* output are remapped into a 0.0 to 1.0 range
    and a constant value of 1.0 is added to the Y-coordinates which makes the output range non-negative.

    |  |  |
    | --- | --- |
    | ../../../../_images/render_shader-nodes_radial_tiling_normalize-disabled.png   Normalize: Disabled. | ../../../../_images/render_shader-nodes_radial_tiling_normalize-enabled.png   Normalize: Enabled. |
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Geometry
:   The input geometry containing the hair curves to deform into curls.

Factor
:   Controls the overall strength of the curling effect.
    A value of 0.0 disables the effect, while 1.0 applies the full curl deformation.

Subdivision
:   The number of subdivisions applied to curves before deformation.
    Higher values produce smoother curls but increase processing time.

Curl Start
:   Defines the percentage along each curve (from root to tip) at which the curl effect begins.
    This allows keeping part of the strand straight before the curl starts.

Radius
:   The overall radius of the curls.
    Larger values produce looser curls, while smaller values create tighter spirals.

Factor Start
:   Multiplies the curl radius near the start of the curl region, allowing tapering or
    gradual buildup of curl tightness.

Factor End
:   Multiplies the curl radius near the end of the curve, controlling how curls taper off
    or unwind toward the tip.

Frequency
:   Controls how many full rotations occur along the length of the curve.
    Higher values produce more frequent curls.
    This input can vary per point along the curve, allowing complex wave patterns.

Random Offset
:   Adds random variation to the curl phase or starting angle per curve, creating a
    more natural, less uniform look.

Seed
:   Sets the random seed used for generating the random offsets.
    Changing this value produces different curl variations while maintaining the same parameters.

### Guide Map

Guide Index
:   A map that specifies which curve should act as the guide or central reference
    for each group of curled curves.
    If provided, this overrides any existing `guide_curve_index` attribute,
    and the *Guide Distance* and *Guide Mask* inputs are ignored.

Guide Distance
:   The minimum spacing between selected guides when generating a new guide map.
    Larger values result in fewer guide curves and broader curl groups.

Guide Mask
:   A mask that determines which curves are eligible to be used as guides.

Existing Guide Map
:   When enabled, uses the existing guide map attribute if one is already present.
    If disabled and *Guide Index* is not provided, a new
    [guide map](create_guide_index_map.html)
    is created using *Guide Distance* and *Guide Mask*.
    Creating the guide map separately allows for more control and consistency
    across multiple grooming operations.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Color
:   Color of the emitted light.

Strength
:   Strength of the emitted light. For point and area lights, the unit is Watts.
    For materials, a value of 1.0 will ensure that the object in the image has
    the exact same color as the Color input, i.e. make it ‘shadeless’.
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Geometry
:   The input geometry containing the hair curves to smooth.

Amount
:   Controls the strength of the smoothing operation.
    Positive values smooth the curves by averaging point positions.
    Negative values exaggerate the differences between points, creating a crumpled or distorted effect.

Shape
:   Defines how the smoothing influence changes along the curve length.
    A value of 0.0 applies a constant effect, while 0.5 results in a linear falloff from root to tip.

Iterations
:   The number of smoothing steps applied.
    Increasing this value produces smoother results but may increase processing time.

Weight
:   A per-point weighting factor that controls how much each point contributes to the smoothing.
    Values closer to 0 reduce smoothing influence at those points.

Lock Tips
:   When enabled, the tips of the curves remain fixed, preventing them from moving during smoothing.

Preserve Length
:   When enabled, maintains the original length of each curve during deformation.
    When disabled, smoothing may slightly shorten the curves.
user: Provide the full official documentation entry for Sample UV Surface Node, preserving all code examples.

assistant: # Sample UV Surface Node

[image reference removed]

The *Sample UV Surface* node finds values on a mesh’s surface at specific UV locations.
Internally the process is a “reverse UV lookup” from a location in 2D space. The node then
finds the face that corresponds to each UV coordinate, and the location within that face.
user: How do I use Introduction in Blender? Include parameters, examples, warnings and best practices.

assistant: # Introduction

Freestyle is an edge/line-based non-photorealistic (NPR) rendering engine.
It relies on mesh data and Z-depth information to draw lines on selected edge types.
Various line styles can be added to produce artistic (“hand drawn”, “painted”, etc.)
or technical (hard line) looks.

Freestyle can generate a powerful diversity of line styles and results.
There are currently, two ways to define the way lines look;
the first uses a series of parameter to create a [Line Style](view_layer/line_style/index.xhtml).
This mode allows intuitive editing of features such as dotted lines
and easy setup of multiple line types and edge definitions.
On top of all of that, with line style modifiers, the sky is the limit!

The second method of generating lines is by using [Python Scripting](python.xhtml).
This method is much more advanced but Blender includes many pre-scripted styles
such as Japanese big brush, cartoon, blueprint, and thickness-with-depth.

|  |  |
| --- | --- |
| ../../_images/render_freestyle_introduction_example-1.png   ATV buggy by Rylan Wright (RONIN). CC BY. ([File:AtvBuggy.zip](https://archive.blender.org/wiki/2015/index.php/File:AtvBuggy.zip)) | ../../_images/render_freestyle_introduction_example-2.png   By mato.sus304. CC BY-SA. ([File:Mato_sus304_cut02.zip](https://archive.blender.org/wiki/2015/index.php/File:Mato_sus304_cut02.zip)) |
| ../../_images/render_freestyle_introduction_example-3.png   A cartoon scene from [OHA Studio](https://oha-studios.com/) © Mechanimotion Entertainment. ([blend-file](https://download.blender.org/demo/test/freestyle_demo_file.blend.zip)) | ../../_images/render_freestyle_introduction_example-4.png   Blueprint render of Martin M-130 from 1935 by LightBWK. CC0. Warning: heavy file! designed for stress test Blender to the limits and may crash Blender. ([File:M-130Blueprint.zip](https://archive.blender.org/wiki/2015/index.php/File:M-130Blueprint.zip)) |