PGCRYPT/OpenBlender_Train huggingface dataset:
user: Explain Outputs in complete detail according to the official Blender documentation.

assistant: Attachment UV
:   The UV coordinates on the surface where each curve is attached.
    These are typically stored per curve and used to find the correct attachment
    location even if the surface topology changes.

Attachment is Valid
:   A boolean output indicating whether each curve has a valid stored attachment.
    This can be used to detect invalid or missing attachment data after topology edits
    or surface replacement.

Surface Normal
:   The normal direction of the surface mesh evaluated at the curve’s attachment point.
    This can be used for aligning hair roots, orienting instances, or driving deformation
    based on surface orientation.
user: Show practical ways to work with Creating Vertex Groups in a Blender add-on or script – include code.

assistant: [image reference removed]

Empty Vertex Groups panel.

Vertex groups are maintained within the *Object Data* tab (1) in the Properties.
As long as no vertex groups are defined (the default for new mesh objects),
the panel is empty (2).

You create a vertex group by `LMB` on the  button on the right panel border (3).
Initially the group is named “Group” (or “Group.nnn” when the name already exists) and
gets displayed in the panel (2) (see next image).

### Vertex Groups Panel Controls

[image reference removed]

One vertex group.

Once a new vertex group has been added, the new group appears
in the Vertex Groups panel. There you find three clickable elements:

Group Name
:   The group name can be changed by double-clicking `LMB` on the name itself.
    Then you can edit the name as you like.

Filter (arrow icon)
:   When the little arrow icon in the left lower corner is clicked, a new row opens up
    where you can enter a search term. This becomes handy when the number of
    vertex groups gets big.

Drag Handle
:   If you have a large number of vertex groups and you want to see more
    than a few groups, you can `LMB` on the small drag handle to make
    the vertex groups list larger or smaller.

Active Group
:   When a vertex group is created,
    then it is also automatically marked as the *Active Group*.
    This is indicated by setting the background of the panel entry
    to a light gray color. If you have two or more groups in the list,
    then you can change the active group by `LMB` on
    the corresponding entry in the Vertex Groups panel.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Point Index
:   The index of the input control point.

Offset
:   The number of points to move around the curve before finding the result.
    If the curve is [cyclic](../read/is_spline_cyclic.xhtml)
    and the offset goes past the start or end point of the curve, it will wrap around
    to the other side.
user: How do I use Smooth Hair Curves in Blender? Include parameters, examples, warnings and best practices.

assistant: # Smooth Hair Curves

The *Smooth Hair Curves* node relaxes and evens out the shape of hair curves by averaging
their control points over multiple iterations.
It is useful for reducing noise, smoothing deformation artifacts, or refining groomed hair shapes
after other operations such as frizz or noise deformation.
user: Describe GeometryNodeImportOBJ(GeometryNode) from the Blender manual or Python API, including usage steps and snippets.

assistant: # GeometryNodeImportOBJ(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.GeometryNodeImportOBJ(*GeometryNode*)
:   Import geometry from an OBJ file

    *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: Give a detailed overview of Markers: syntax, arguments, return values, common patterns.

assistant: # Markers

Markers are used to denote frames with key points or significant events within an animation.
E.g. it could be that a character’s animation starts, the camera changes position, or a door opens.
Markers can be given names to make them more meaningful at a quick glance.
They are available in many of Blender’s editors.

Markers can be created and edited in the following editors:

- [Graph Editor](../editors/graph_editor/introduction.xhtml)
- [Dope Sheet](../editors/dope_sheet/introduction.xhtml)
- [NLA Editor](../editors/nla/index.xhtml)
- [Video Sequence Editor](../video_editing/index.xhtml)
user: How do I use Visibility in Blender? Include parameters, examples, warnings and best practices.

assistant: Bone Collections can be shown & hidden via the list in the Armature properties,
as well as via the list in the Bone properties. Bone visibility is determined by
the visibility of its collections, its own ‘solo’ and ‘hidden’ properties:

- If the bone itself is marked as ‘hidden’, it is invisible regardless of the
  bone collections.
- If a parent collection is hidden, child collections will also be hidden; same is true for soloed collections.
- A bone is visible when it is contained in any visible collection.
- If a collection is soloed, it will be visible regardless of the collection’s ‘hidden’ property.
- A bone that is not assigned to any bone collection is visible; otherwise it
  would be impossible to select it & assign it to a collection.
user: Explain Outputs in complete detail according to the official Blender documentation.

assistant: Grid
:   The resulting grid with the updated background value applied.

    This grid can be passed to other nodes such as
    [Sample Grid Index](../sample/sample_grid_index.xhtml)
    or [Sample Grid](../sample/sample_grid.xhtml)
    to ensure consistent results in areas where the grid has no stored voxels.
user: Show practical ways to work with Time Offset Modifier in a Blender add-on or script – include code.

assistant: # Time Offset Modifier

The *Time Offset* Modifier applies a temporal offset to Grease Pencil keyframes on your timeline.
If you have duplicated a Grease Pencil object you can use the Time Offset Modifier on the copies to
desynchronize their animation. This can give more natural looking results.

Using the Time Offset Modifier it’s possible to have Grease Pencil frame ranges play back as repeating loops.
Traditionally, 2D animation that uses looped drawings includes characters walking, rising smoke, and falling
rain.
In Fixed Frame mode the Time Offset Modifier can display drawings on your timeline entirely independently of
the playhead position.

This can be handy for displaying drawings that will appear often in your animation. Think of switching between
predefined mouth shapes for instance.
user: Give a detailed overview of Header: syntax, arguments, return values, common patterns.

assistant: [image reference removed]

Sort order of the channels.

Only Show Selected
:   Limits Dope Sheet channels to only information about selected tracks.

Display Hidden
:   Includes information from hidden tracks.

Dopesheet Sort Field
:   Sort order of the tracks.

    Name:
    :   Sort selected tracks in alphabetical order based on their names.

    Longest:
    :   Sort tracks by longest tracked segment length.

    Total:
    :   Sort tracks by overall amount of frames.

    Average Error:
    :   Sort tracks by their average reprojection error after solving camera or object motion.

    Start Frame:
    :   Sort channels by first frame number.

    End Frame:
    :   Sort channels by last frame number.

Invert
:   To change the sort order from ascending to descending.
user: What is Select Linked and how is it used in Blender Python scripting?

assistant: Select geometry connected to already selected elements.
This is often useful when a mesh has disconnected, overlapping parts,
where isolating it any other way would be tedious.
Pressing `Shift`-`L` will deselect linked any linked elements.

With `L` you can also select connected geometry directly under the cursor.
user: How do I use Asset Shelf Region in Blender? Include parameters, examples, warnings and best practices.

assistant: Depending on the current mode, the asset shelf may be available, providing quick access to assets
for this specific mode (for example brush assets in *Paint* mode).

See [Asset Shelf](../../interface/window_system/regions.xhtml#ui-region-asset-shelf) for more information.
user: How do I use Fmodifier Type Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Fmodifier Type Items

NULL:
:   Invalid.

GENERATOR:
:   Generator.

    Generate a curve using a factorized or expanded polynomial.

FNGENERATOR:
:   Built-In Function.

    Generate a curve using standard math functions such as sin and cos.

ENVELOPE:
:   Envelope.

    Reshape F-Curve values, e.g. change amplitude of movements.

CYCLES:
:   Cycles.

    Cyclic extend/repeat keyframe sequence.

NOISE:
:   Noise.

    Add pseudo-random noise on top of F-Curves.

LIMITS:
:   Limits.

    Restrict maximum and minimum values of F-Curve.

STEPPED:
:   Stepped Interpolation.

    Snap values to nearest grid step, e.g. for a stop-motion look.
user: Provide the full official documentation entry for GeometryNodeSetMaterial(GeometryNode), preserving all code examples.

assistant: # GeometryNodeSetMaterial(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.GeometryNodeSetMaterial(*GeometryNode*)
:   Assign a material to geometry elements

    *classmethod* is_registered_node_type()
    :   True if a registered node type

        Returns:
        :   Result

        Return type:
        :   boolean

    *classmethod* input_template(*index*)
    :   Input socket template

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

        Returns:
        :   result

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

    *classmethod* output_template(*index*)
    :   Output socket template

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: How do I use Creating an Extensions Repository in Blender? Include parameters, examples, warnings and best practices.

assistant: # Creating an Extensions Repository

Third party sites that wish to support extensions in Blender can do so in several ways, in order of complexity:

- [Static](static_repository.xhtml):
  Host a static JSON file listing all the packages of your repository.
- [Dynamic](dynamic_repository.xhtml):
  Serve the JSON file on-demand based on the Blender version and platform.
- [Platform](https://projects.blender.org/infrastructure/extensions-website):
  Fork the entire Extensions Website to create your own.
user: Provide the full official documentation entry for Transform, preserving all code examples.

assistant: A curves objects can be edited by transforming the locations of control points.

Move, Rotate, Scale
:   Like other elements in Blender, control points can be moved, rotated, or scaled as described in
    [Basic Transformations](../../../scene_layout/object/editing/transform/introduction.xhtml).

To Sphere, Shear, Bend, Push/Pull
:   The transform tools are described in
    the [Transformations](../../meshes/editing/mesh/transform/index.xhtml) sections.

### Radius

The Radius allows you to directly control the width of the extrusion along the “spinal” curve.
The radius will be interpolated from point to point (you can check it with the normals).
The *Radius* of the points is set using the *Radius* transform tool. Or in the Sidebar *Transform* panel.

[image reference removed]

One control point radius set to zero.
user: Explain Eyedropper in complete detail according to the official Blender documentation.

assistant: # Eyedropper

The eyedropper (pipette icon) allows you to sample from anywhere in the Blender window.
The eyedropper can be used to select different kinds of data:

Color
:   This is the most common usage. The eyedropper is used to sample a pixel’s color from anywhere within Blender.

Color Ramp
:   Dragging the cursor over the window to sample a line which is converted into a color ramp.

Objects/Object-Data
:   This is used with object buttons (such as parent, constraints or modifiers) to
    select an object from the 3D Viewport or Outliner, rather than having to select it from a drop-down.

Bones
:   This is used when a subtarget to an armature can be chosen. It is possible to
    choose a bone from the 3D Viewport or from the outliner. Only bones that belong
    to the armature that was chosen as a target can be picked.

Camera Depth
:   Number fields effecting distance can also use the eyedropper.

    This is used to set the camera’s depth of field so the depth chosen is in focus.

- `E` will activate the eyedropper while hovering over a button.
- `LMB` dragging will mix the colors you drag over, which can help when sampling noisy imagery.
- `Spacebar` resets and starts mixing the colors again.
user: Describe Offset Corner in Face Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Offset Corner in Face Node

[image reference removed]

Retrieves another corner in the same face as the input corner.
This is like “rotating” the input corner around in its face.

Conceptually the operation is similar to the
[Offset Point in Curve Node](../../curve/topology/offset_point_in_curve.xhtml).
user: What is Examples and how is it used in Blender Python scripting?

assistant: [image reference removed]

The Cube object was duplicated.

The object `Cube` was duplicated, using `Shift`-`D`. Both these cubes have
separate meshes with unique names: `Cube` and `Cube.001`.

- The original left cube is being edited, the duplicated right cube remains unchanged.
  The mesh data has been copied, not linked.
- Likewise, if one cube is edited in Object Mode, the other cube remains
  unchanged. The new object’s transform properties or data-block is a copy, not linked.
- When the cube was duplicated, it inherited the material of the original cube.
  The material properties were linked, not copied.

See above if you want separate copies of the data-blocks normally linked.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Color
:   Color of the surface, or physically speaking, the probability that light is reflected for each wavelength.

Size
:   Parameter between 0.0 and 1.0 that gives an angle of reflection between 0° and 90°.

Smooth
:   This value specifies an angle over which a smooth transition from full to no reflection happens.

Normal
:   Normal used for shading; if nothing is connected the default shading normal is used.
user: Describe Display from the Blender manual or Python API, including usage steps and snippets.

assistant: Fade
:   Opacity of the ghosts frames decrease the further away from the current frame.

Show Start Frame
:   Help working on loop animations showing the first keyframe/frame
    as ghost when you are on the last frame of your animation.

[image reference removed]

An example of Onion Skinning activated.
user: Explain Custom Drawing in complete detail according to the official Blender documentation.

assistant: By default operator properties use an automatic user interface layout.
If you need more control you can create your own layout with a
[`Operator.draw`](#bpy.types.Operator.draw "bpy.types.Operator.draw") function.

This works like the [`Panel`](bpy.types.Panel.html#bpy.types.Panel "bpy.types.Panel") and [`Menu`](bpy.types.Menu.html#bpy.types.Menu "bpy.types.Menu") draw functions, its used
for dialogs and file selectors.

```
import bpy

class CustomDrawOperator(bpy.types.Operator):
    bl_idname = "object.custom_draw"
    bl_label = "Simple Modal Operator"

    filepath: bpy.props.StringProperty(subtype="FILE_PATH")

    my_float: bpy.props.FloatProperty(name="Float")
    my_bool: bpy.props.BoolProperty(name="Toggle Option")
    my_string: bpy.props.StringProperty(name="String Value")

    def execute(self, context):
        print("Test", self)
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        col.label(text="Custom Interface!")

        row = col.row()
        row.prop(self, "my_float")
        row.prop(self, "my_bool")

        col.prop(self, "my_string")

# Only needed if you want to add into a dynamic menu.
def menu_func(self, context):
    self.layout.operator(CustomDrawOperator.bl_idname, text="Custom Draw Operator")

# Register and add to the object menu (required to also use F3 search "Custom Draw Operator" for quick access).
bpy.utils.register_class(CustomDrawOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)

# Test call.
bpy.ops.object.custom_draw('INVOKE_DEFAULT')
```
user: Describe Mark/Clear Sharp from the Blender manual or Python API, including usage steps and snippets.

assistant: Signifies the selected edge(s) as being “sharp”.
This edge attribute can either be set (mark) or unset (clear).

This influences the rendering of [Normals](../../structure.xhtml#modeling-meshes-structure-normals)
to appear flat if smooth shading is enabled for the connecting face or object.
This attribute can also be used by many modifiers or operators to mask their effect.

Internally, this uses the [sharp edge attribute](../../../geometry_nodes/attributes_reference.xhtml#geometry-nodes-builtin-attributes).
user: Explain General in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| `Ctrl`-`O` | Open file. |
| `Ctrl`-`S` | Save file. |
| `Ctrl`-`N` | New file. |
| `Ctrl`-`Z` | Undo. |
| `Shift`-`Ctrl`-`Z` | Redo. |
| `Ctrl`-`Q` | Quit. |
| `F1` | Help *(context sensitive)*. |
| `F2` | Rename active item. |
| `F3` | [Menu Search](../operators.xhtml#bpy-ops-wm-search-menu). |
| `F4` | File context menu. |
| `F5` - `F8` | *Reserved for user actions.* |
| `F9` | [Adjust Last Operation](../undo_redo.xhtml#bpy-ops-screen-redo-last). |
| `F10` | *Reserved for user actions.* |
| `F11` | Show render window. |
| `F12` | Render the current frame. |
| `Q` | Quick access (favorites). |
| `Ctrl`-`Spacebar` | Toggle Maximize [Area](../window_system/areas.xhtml). |
| `Ctrl`-`PageUp` / `Ctrl`-`PageDown` | Next/previous [Workspace](../window_system/workspaces.xhtml). |
| `Spacebar` | User configurable; see [Spacebar Action](../../editors/preferences/keymap.xhtml#keymap-blender-default-spacebar-action). |
| `Shift`-`Ctrl`-`Spacebar` | Playback animation (reverse). |
user: Explain Randomize Transforms Node in complete detail according to the official Blender documentation.

assistant: # Randomize Transforms Node

[image reference removed]

The *Randomize Transforms* node applies random translation, rotation, and scale to instances.
It is commonly used to create natural variation among duplicated objects, such as scattered
rocks, trees, or other elements in a scene.
user: Explain Example in complete detail according to the official Blender documentation.

assistant: Here is and example of using a texture and the mapping curve to generate weights used by
the [Wave](../deform/wave.xhtml) modifier.

Texture channel variations.

|  |  |  |
| --- | --- | --- |
| ../../../_images/modeling_modifiers_modify_weight-mix_intensity.jpg   Using intensity. | ../../../_images/modeling_modifiers_modify_weight-mix_red.jpg   Using Red. | ../../../_images/modeling_modifiers_modify_weight-mix_saturation.jpg   Using Saturation. |

Custom mapping curve with a Vertex Weight Edit modifier.

|  |  |  |
| --- | --- | --- |
| ../../../_images/modeling_modifiers_modify_weight-mix_map-curve.png   A customized mapping curve. | ../../../_images/modeling_modifiers_modify_weight-mix_red.jpg   Custom Mapping disabled. | ../../../_images/modeling_modifiers_modify_weight-mix_red-map.jpg   Custom Mapping enabled. |

[The blend-file](https://archive.blender.org/wiki/2015/index.php/File:ManModifiersWeightVGroupEx.blend),
TEST_4 scene.
user: Provide the full official documentation entry for Properties Editor Sync, preserving all code examples.

assistant: When clicking the icon (not the name) of an item in the Outliner, the [Properties Editor](../properties_editor.html)
editor will automatically switch to the relevant tab. This feature can be disabled using
the Properties editor’s [Sync with Outliner](../properties_editor.html#bpy-types-spaceproperties-outliner-sync) option.
user: Explain Saving Images in complete detail according to the official Blender documentation.

assistant: File Format
:   Choose the image file format to save to. Based on which format is used,
    other options such as channels, bit depth and compression level are available.

Color
:   The color format to save the image or video to.
    This setting is used by some formats to optimize how much data is written to the file.
    Note, *RGBA* is not available for all image formats, check the list above for details.

    BW:
    :   Saves the image using grayscale colors.

    RGB:
    :   Saves red, green and blue channels

    RGBA:
    :   Saves red, green, blue and alpha channels.

Color Depth
:   Defines the bit depth per color channel, determining how many color values can be represented.

    Higher bit depths reduce color banding and improve precision but also increase file size and memory usage.
    Note, not all file formats support all color depths.

    8:
    :   Most common for on-screen graphics, web, and standard video. Suitable for general-purpose use.

    10, 12, 16:
    :   Used by formats focused on photography and digital cinema (e.g., DPX, JPEG 2000).
        Provides more tonal range and color detail than 8-bit.

    32:
    :   32-bit floating point per channel. Provides the highest precision and dynamic range.
        Highest possible color depth, primarily used with OpenEXR for visual effects and compositing workflows.

    Float (Half):
    :   16-bit floating point per channel. Offers high dynamic range with lower memory and storage usage.
        Only supported for OpenEXR files.

    Float (Full):
    :   32-bit floating point per channel. Provides the highest precision and dynamic range.
        Only supported for OpenEXR files.

Compression
:   Used to reduce the size of the image file.
    How this is done may vary depending on the file format and settings used.

Quality
:   Controls the level of lossy compression applied to the image, expressed as a percentage.
    Lossy compression reduces file size by discarding some image data, which may result in a loss of detail.

    - **0%**: Maximum compression, producing the smallest file size but the most noticeable quality loss.
    - **100%**: No compression, preserving full image quality at the cost of a larger file size.

Save As Render
:   Save image with render [color management](../../render/color_management/index.xhtml).
    For display image formats like PNG, apply view and display transform.
    For intermediate image formats like OpenEXR, use the default render output color space.

Copy
:   Defines if the data-block will reference the newly created file
    or the reference will be unchanged, maintaining it with the original one.

Color Space
:   To specify the color space of the source file.

    The list of color spaces depends on the active [OCIO config](../../render/color_management/opencolorio.xhtml#ocio-config).
    The default supported color spaces are described in detail here:
    [Default OpenColorIO Configuration](../../render/color_management/color_spaces.xhtml#ocio-config-default-color-spaces)
user: How do I use Separate in Blender? Include parameters, examples, warnings and best practices.

assistant: Creates a new point cloud object from the currently selected points.

This is useful for breaking a larger scan or dataset into manageable segments
or organizing different regions of points into separate objects.
user: Explain LineStyleGeometryModifier_PerlinNoise2D(LineStyleGeometryModifier) in complete detail according to the official Blender documentation.

assistant: # LineStyleGeometryModifier_PerlinNoise2D(LineStyleGeometryModifier)

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

*class* bpy.types.LineStyleGeometryModifier_PerlinNoise2D(*LineStyleGeometryModifier*)
:   Add two-dimensional Perlin noise to stroke backbone geometry

    amplitude
    :   Amplitude of the Perlin noise

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

    angle
    :   Displacement direction

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

    expanded
    :   True if the modifier tab is expanded

        Type:
        :   boolean, default False

    frequency
    :   Frequency of the Perlin noise

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

    octaves
    :   Number of octaves (i.e., the amount of detail of the Perlin noise)

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

    seed
    :   Seed for random number generation (if negative, time is used as a seed instead)

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

    type
    :   Type of the modifier

        Type:
        :   enum in [Linestyle Geometry Modifier Type Items](bpy_types_enum_items/linestyle_geometry_modifier_type_items.html#rna-enum-linestyle-geometry-modifier-type-items), default `'2D_OFFSET'`, (readonly)

    use
    :   Enable or disable this modifier during stroke rendering

        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](#bpy.types.LineStyleGeometryModifier_PerlinNoise2D.type "bpy.types.LineStyleGeometryModifier_PerlinNoise2D.type")
user: Provide the full official documentation entry for Operator Type Flag Items, preserving all code examples.

assistant: # Operator Type Flag Items

REGISTER:
:   Register.

    Display in the info window and support the redo toolbar panel.

UNDO:
:   Undo.

    Push an undo event when the operator returns `FINISHED` (needed for operator redo, mandatory if the operator modifies Blender data).

UNDO_GROUPED:
:   Grouped Undo.

    Push a single undo event for repeated instances of this operator.

BLOCKING:
:   Blocking.

    Block anything else from using the cursor.

MACRO:
:   Macro.

    Use to check if an operator is a macro.

GRAB_CURSOR:
:   Grab Pointer.

    Use so the operator grabs the mouse focus, enables wrapping when continuous grab is enabled.

GRAB_CURSOR_X:
:   Grab Pointer X.

    Grab, only warping the X axis.

GRAB_CURSOR_Y:
:   Grab Pointer Y.

    Grab, only warping the Y axis.

DEPENDS_ON_CURSOR:
:   Depends on Cursor.

    The initial cursor location is used, when running from a menus or buttons the user is prompted to place the cursor before beginning the operation.

PRESET:
:   Preset.

    Display a preset button with the operators settings.

INTERNAL:
:   Internal.

    Removes the operator from search results.

MODAL_PRIORITY:
:   Modal Priority.

    Handle events before other modal operators without this option. Use with caution, do not modify data that other modal operators assume is unchanged during their operation..
user: Show practical ways to work with SplinePoints(bpy_struct) in a Blender add-on or script – include code.

assistant: # SplinePoints(bpy_struct)

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

*class* bpy.types.SplinePoints(*bpy_struct*)
:   Collection of spline points

    add(*count*)
    :   Add a number of points to this spline

        Parameters:
        :   **count** (*int in* *[**0**,* *inf**]*) – Number, Number of points to add to the spline

    *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 PreferencesView(bpy_struct), preserving all code examples.

assistant: lt 45

    view_frame_keyframes
    :   Keyframes around cursor that we zoom around

        Type:
        :   int in [1, 500], default 0

    view_frame_seconds
    :   Seconds around cursor that we zoom around

        Type:
        :   float in [0, 10000], default 0.0

    view_frame_type
    :   How zooming to frame focuses around current frame

        Type:
        :   enum in [`'KEEP_RANGE'`, `'SECONDS'`, `'KEYFRAMES'`], default `'KEEP_RANGE'`

    weight_color_range
    :   Color range used for weight visualization in weight painting mode

        Type:
        :   [`ColorRamp`](bpy.types.ColorRamp.html#bpy.types.ColorRamp "bpy.types.ColorRamp"), (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 Texture Nodes in a Blender add-on or script – include code.

assistant: # Texture Nodes

These nodes generate procedural textures,
and function just like their non-node-based counterparts.

Common Options

Color 1/Color 2
:   Remaps the procedural texture with these colors. These do not function in the Magic node.
user: Show practical ways to work with Floor Constraint in a Blender add-on or script – include code.

assistant: # Floor Constraint

The *Floor* constraint sets up a flat and infinitely large floor (or wall, or ceiling)
which the constrained object or bone cannot pass through.

Like other constraints, the *Floor* constraint only looks at the
[origin](../../../scene_layout/object/origin.xhtml) for objects; their geometry is not taken into account.
This means that, if a cube’s origin is at its center and a *Floor* constraint is added targeting a
floor plane, the cube will still be able to sink halfway into the plane.
The *Offset* can be used to mitigate this.
user: Show practical ways to work with Interior in a Blender add-on or script – include code.

assistant: # Interior

By default, the edges of a soft-body mesh act like springs. This means that,
like a mechanical spring, they can stretch under tension and squeeze under pressure.
Their initial length is also their “ideal” or “rest” length, which they try to return to.

Having edges act like springs is what holds the mesh together. If you were to disable this
behavior (as well as the [Goal](../settings/goal.html)), each vertex would be free
to go anywhere independently of the others, which would stretch the mesh until it’s
no longer recognizable.

Having springs along edges alone typically isn’t enough, however:
vertices in quads are still free to move towards their diagonal opposite,
potentially collapsing the quad into a line.

You could solve this by creating diagonal edges everywhere, but fortunately,
you don’t have to: simply enable the *Stiffness* option to have Blender create
diagonal springs internally. This way, you don’t have to change your mesh.

|  |  |
| --- | --- |
| <../../../_images/physics_soft-body_forces_interior_theory-1.svg>   Base springs along edges. | <../../../_images/physics_soft-body_forces_interior_theory-2.svg>   Additional springs when Stiffness is enabled. |

Another method of preventing mesh collapse is applying *Bending Stiffness*,
which adds rotational resistance: making edges try to keep their relative angles.

Both of these methods are described in more detail below. You can configure them,
as well as other settings, in the [Soft Body Edges panel](../settings/edges.html).
user: How do I use Screen Tracing in Blender? Include parameters, examples, warnings and best practices.

assistant: These settings control the behavior of the screen space ray-tracing.
They are only visible if *Screen-Trace* is the active tracing *Method*.

Precision
:   Higher values increase precision of the screen space ray-tracing but lower the maximum trace distance.
    Increased precision also increases performance cost.

Thickness
:   How thick to consider the pixels of the depth buffer during the tracing.
    Higher values will stretch the reflections and add flickering. Lower values may make the ray miss surfaces.
user: Explain Measure in complete detail according to the official Blender documentation.

assistant: # Measure

The *Measure* tool is an interactive tool where you can drag lines in the scene to measure distances or angles.
Snapping to geometry could be activated for better accuracy or to measure wall thickness.
The *Measure* tool can be accessed from the Toolbar.

[image reference removed]

Examples of the Measure tool.
user: Provide the full official documentation entry for Attribute Domain Point Edge Face Curve Items, preserving all code examples.

assistant: # Attribute Domain Point Edge Face Curve Items

POINT:
:   Point.

    Attribute on point.

EDGE:
:   Edge.

    Attribute on mesh edge.

FACE:
:   Face.

    Attribute on mesh faces.

CURVE:
:   Spline.

    Attribute on spline.
user: Give a detailed overview of I: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [**IK**](glossary/index.xhtml#term-IK) - [**Index of Refraction**](glossary/index.xhtml#term-Index-of-Refraction) | - [**Interpolation**](glossary/index.xhtml#term-Interpolation) - [**Inverse Kinematics**](glossary/index.xhtml#term-Inverse-Kinematics) - [**IOR**](glossary/index.xhtml#term-IOR) |
user: How do I use Terminology in Blender? Include parameters, examples, warnings and best practices.

assistant: BSDF
:   Stands for Bidirectional Scattering Distribution Function.
    It defines how light is reflected and refracted at a surface.

Reflection
:   BSDFs reflect an incoming ray on the same side of the surface.

Transmission
:   BSDFs transmit an incoming ray through the surface, leaving on the other side.

Refraction
:   BSDFs are a type of *Transmission*, transmitting an incoming ray and
    changing its direction as it exits on the other side of the surface.
user: Show practical ways to work with Path Layout in a Blender add-on or script – include code.

assistant: `./autosave`
:   Autosave blend-file location. (Windows only, temp directory used for other systems.)

    Located in user directories.

`./config`
:   User configuration and session info.

    Located in user directories.

    `./config/startup.blend`
    :   Blend file to load on startup.

    `./config/userpref.blend`
    :   User preferences.

    `./config/bookmarks.txt`
    :   File Browser bookmarks.

    `./config/recent-files.txt`
    :   Recent file menu list.

    `./config/{APP_TEMPLATE_ID}/startup.blend`
    :   Startup file for an application template.

    `./config/{APP_TEMPLATE_ID}/userpref.blend`
    :   User preferences file for an application template.

`./datafiles`
:   Data files loaded at runtime.

    Located in both user and system directories. User data files either override
    or add to system data files.

    `./datafiles/colormanagement`
    :   Default OpenColorIO configuration.

    `./datafiles/fonts`
    :   User interface fonts.

    `./datafiles/studiolights`
    :   Studio light images for 3D viewport.

`./extensions`
:   Extension repositories.

    Located in both user and system directories. Repositories are loaded from
    both directories.

`./scripts`
:   Add-ons, presets, templates, user interface, startup scripts.

    Located in both user and system directories. Scripts are loaded from
    both directories.

    `./scripts/addons/*.py`
    :   Python add-ons which may be enabled in the Preferences include import/export format support,
        render engine integration and many handy utilities.

    `./scripts/addons/modules/*.py`
    :   Modules for add-ons to use
        (added to Python’s `sys.path`).

    `./scripts/addons_core/*.py`
    :   The add-ons directory which is used for bundled add-ons.

    `./scripts/addons_core/modules/*.py`
    :   Modules for `addons_core` to use (added to Python’s `sys.path` when it found).

    `./scripts/modules/*.py`
    :   Python modules containing our core API and utility functions for other scripts to import
        (added to Python’s `sys.path`).

    `./scripts/startup/*.py`
    :   Scripts which are automatically imported on startup.

        `./scripts/startup/bl_app_templates_user/{APP_TEMPLATE_ID}`
        :   Application templates installed in user directories.

        `./scripts/startup/bl_app_templates_system/{APP_TEMPLATE_ID}`
        :   Application templates automatically loaded from system directories.

    `./scripts/presets/{preset}/*.py`
    :   Presets used for storing user-defined settings for cloth, render formats, etc.

    `./scripts/templates_py/*.py`
    :   Example scripts which can be accessed from Text Editor ‣ Templates ‣ Python.

    `./scripts/templates_osl/*.osl`
    :   Example OSL shaders which can be accessed from
        Text Editor ‣ Templates ‣ Open Shading Language.

`./python`
:   Bundled Python distribution.

    Located in system directories.
user: Describe Properties from the Blender manual or Python API, including usage steps and snippets.

assistant: Data Type
:   The data type that is used for mixing.
    The node supports float, vector, color, and rotation data types.

Factor Mode (Vector only)
:   The factor mode can be set to *Uniform* and *Non-Uniform*.
    In uniform mode, a single float controls the factor.
    In non-uniform mode, a vector controls the factor for
    each XYZ channel separately.

Mix (Color only)
:   The Blend modes can be selected in the select menu.
    See [Color Blend Modes](../../../../glossary/index.xhtml#term-Color-Blend-Modes) for details on each blending mode.

    Add, Subtract, Multiply, Screen, Divide, Difference,
    Darken, Lighten, Overlay, Color Dodge, Color Burn,
    Hue, Saturation, Value, Color, Soft Light, Linear Light

Clamp Factor
:   Limit the factor value between 0.0 and 1.0. If this option is
    unchecked then the node operates using *Extrapolation*.

Clamp Result (Color only)
:   Limit the Result to the range between 0.0 and 1.0.
user: Provide the full official documentation entry for Box Erase, preserving all code examples.

assistant: The *Box Erase* operator erases all Grease Pencil strokes within a rectangular selection.

- Press `B`, then click and drag to define a rectangular area.
- Release the mouse button to apply the eraser.
- All points of strokes within the box are removed.
user: Show practical ways to work with Usage in a Blender add-on or script – include code.

assistant: Even with a correct compositing setup with Image, Z and Speed nodes all linked to the appropriate passes,
there may still be artifacts. The 2D render passes does not contain 3D information,
and so the information what is behind a moving object or outside the camera view is lost.

Better results can be achieved by rendering the scene into multiple render layers,
applying vector blur to each render layer, and then compositing the results together.
Typically an animated character would be rendered in a separate render layer than the background set.
Especially if hair or transparency is involved this is important.

For other artifacts it can help to slightly blur the Speed pass or to set a Maximum Speed limit.
This helps to smoothen out the motion, but too much blurring leads to its own problems.
user: Give a detailed overview of VolumeGrid(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # VolumeGrid(bpy_struct)

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

*class* bpy.types.VolumeGrid(*bpy_struct*)
:   3D volume grid

    channels
    :   Number of dimensions of the grid data type

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

    data_type
    :   Data type of voxel values

        Type:
        :   enum in [Volume Grid Data Type Items](bpy_types_enum_items/volume_grid_data_type_items.html#rna-enum-volume-grid-data-type-items), default `'UNKNOWN'`, (readonly)

    is_loaded
    :   Grid tree is loaded in memory

        Type:
        :   boolean, default False, (readonly)

    matrix_object
    :   Transformation matrix from voxel index to object space

        Type:
        :   [`mathutils.Matrix`](mathutils.html#mathutils.Matrix "mathutils.Matrix") of 4 \* 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)), (readonly)

    name
    :   Volume grid name

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

    load()
    :   Load grid tree from file

        Returns:
        :   True if grid tree was successfully loaded

        Return type:
        :   boolean

    unload()
    :   Unload grid tree and voxel data from memory, leaving only metadata

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain GeometryNodeReplaceMaterial(GeometryNode) in complete detail according to the official Blender documentation.

assistant: # GeometryNodeReplaceMaterial(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.GeometryNodeReplaceMaterial(*GeometryNode*)
:   Swap one material with another

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

assistant: The shape can be further tweaked by changing the weight of individual control
points in the [Transform Panel](properties/transform_panel.xhtml) found in the Sidebar.

The property is called *W*; while there is also one called *Weight*,
this is the [Goal Weight](properties/transform_panel.xhtml#surface-goal-weight) for soft body simulations.

[image reference removed]

A control point with a higher weight pulls the surface towards it.

Weights are necessary to achieve certain “pure” shapes like cylinders or spheres.
The [primitives](primitives.xhtml) in the *Add* menu
have these preconfigured.

[image reference removed]

Control point weights on a spherical Surface.