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

assistant: Upgrading to the latest graphics drivers often solves problems. Newer drivers have bug fixes that help Blender
function correctly.

On Linux, graphics drivers are usually installed as a package by your Linux distribution. Installing the latest
drivers is typically done by upgrading packages or the distribution as a whole. Some distributions provide multiple
packages for multiple drivers versions, giving you the choice to install newer versions.

AMD drivers are open source, except for OpenCL support which is available as part of their Pro drivers. Installing
packages through your Linux distribution is usually best. AMD also provides graphics drivers for download on their
website if you need the latest version.

[AMD Drivers and Support Website](https://www.amd.com/en/support)

A lot of fixes for AMD and Intel GPUs are backported into the Mesa drivers. Therefore it is recommended to install or upgrade to their latest point [releases](https://docs.mesa3d.org/relnotes.html). For certain Linux distribution versions this can be done using custom repositories. For example, using the [kisak-mesa PPA](https://launchpad.net/~kisak/+archive/ubuntu/kisak-mesa) for Ubuntu.
user: What is V and how is it used in Blender Python scripting?

assistant: |  |  |
| --- | --- |
| - [**Value**](glossary/index.xhtml#term-Value) - [Version Number Guidelines](advanced/extensions/version_number_guidelines.xhtml#index-0) - [**Vertex**](glossary/index.xhtml#term-Vertex) - [**Vertex Group**](glossary/index.xhtml#term-Vertex-Group) - [**Vertices**](glossary/index.xhtml#term-Vertices) - [Video Sequencer Modifiers](video_editing/edit/montage/strip_modifiers.xhtml#index-1)   - [Brightness/Contrast Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-2)   - [Color Balance Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-3)   - [Compositor Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-4)   - [Curves Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-5)   - [Hue Correct Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-6)   - [Mask Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-7)   - [Sound Equalizer Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-10)   - [Tone Map Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-8)   - [White Balance Modifier](video_editing/edit/montage/strip_modifiers.xhtml#index-9) | - [**Voxel**](glossary/index.xhtml#term-Voxel) |
user: What is Options and how is it used in Blender Python scripting?

assistant: [image reference removed]

UI for a Texture force field.

Texture Mode
:   This sets the way a force vector is derived from the texture.

    Curl:
    :   Calculates the force vector from the curl of the 3D-RGB texture (rotation of RGB vectors).
        This also works only with a color texture. It can be used for example to create a nice looking
        turbulence force with a color clouds texture with Perlin noise.

    Gradient:
    :   Calculates the force vector as the 3D gradient of the intensity (grayscale) of the texture.
        The gradient vector always points to the direction of increasing brightness.

    RGB:
    :   Uses the color components directly as the force vector components in the color encoded directions.
        You need an RGB texture for this, e.g. an image or a color ramp.
        So a *Blend* texture without a color ramp would not suffice.

Nabla
:   It is the offset used to calculate the partial derivatives needed
    for *Gradient* and *Curl* texture modes.

Use Coordinates
:   Uses the emitter object coordinates (and rotation & scale) as the texture space the particles use.
    Allows for moving force fields, that have their coordinates bound to the location coordinates of an object.

Root Texture Coordinates
:   This is useful for hair as it uses the texture force calculated for
    the particle root position for all parts of the hair strand.

2D
:   Disregards the particles Z coordinate and only uses particles X & Y as the texture coordinates.

Remember that only procedural texture are truly 3D.
user: Provide the full official documentation entry for Mask Strip, preserving all code examples.

assistant: # Mask Strip

The Mask strip generates a mask image from the selected mask data-block generated
in the [Movie Clip Editor](../../../../movie_clip/masking/index.xhtml).
This works similar to the [Mask Node](../../../../compositing/types/input/mask.xhtml)
but without the options available for finer control.
The mask image is always generated at the render resolution,
scaling along with different proxy levels.
user: Give a detailed overview of Outputs: syntax, arguments, return values, common patterns.

assistant: Uniform
:   Normalized coordinates centered at zero, scaled based on the image’s largest dimension.
    This is useful for procedural effects that need aspect-ratio-independent coordinates,
    similar to *Object* coordinates in shader nodes.

Normalized
:   Normalized coordinates ranging from 0 to 1 across the image dimensions,
    with half-pixel offsets to align with pixel centers.

Pixel
:   Pixel-space coordinates representing the center position of each pixel.
    These are integer-based coordinates with a half-pixel offset applied.
user: Show practical ways to work with Points to Curves Node in a Blender add-on or script – include code.

assistant: # Points to Curves Node

[image reference removed]

The *Points to Curves* node generates a [Curves](../../curves/introduction.xhtml) geometry by taking all
points and inserting them to new curves. All [Attributes](../attributes_reference.xhtml)
from points are propagated to [Curve Points](../attributes_reference.xhtml#attribute-domains).
[Built-in](../attributes_reference.xhtml#geometry-nodes-builtin-attributes) curves attributes stored in points will be ignored.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: The inputs are dynamic, they become available if needed depending on the node properties.

Vector
:   Texture coordinate to evaluate the noise at;
    defaults to *Generated* texture coordinates if the socket is left unconnected.

W
:   Texture coordinate to evaluate the noise at.

Scale
:   Scale of the base noise octave.

Detail
:   Number of noise octaves.
    The fractional part of the input is multiplied by the magnitude of the highest octave.
    Higher number of octaves corresponds to a higher render time.

Roughness
:   Blend between a smoother noise pattern, and rougher with sharper peaks.

Lacunarity
:   The difference between the scale of each two consecutive octaves.
    Larger values corresponds to larger scale for higher octaves.

Offset
:   An added offset to each octave, determines the level where the highest octave will appear.

Gain
:   An extra multiplier to tune the magnitude of octaves.

Distortion
:   Amount of distortion.
user: Describe Bpy.Types.Ffmpegsettings from the Blender manual or Python API, including usage steps and snippets.

assistant: erty_set bpy_struct.items bpy_struct.keyframe_delete bpy_struct.keyframe_insert bpy_struct.keys bpy_struct.path_from_id bpy_struct.path_from_module bpy_struct.path_resolve bpy_struct.pop bpy_struct.property_overridable_library_set bpy_struct.property_unset bpy_struct.rna_ancestors bpy_struct.type_recast bpy_struct.values References ¶ RenderSettings.ffmpeg Next FILEBROWSER_UL_dir(UIList) Previous FCurveSample(bpy_struct) Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page FFmpegSettings(bpy_struct) FFmpegSettings FFmpegSettings.audio_bitrate FFmpegSettings.audio_channels FFmpegSettings.audio_codec FFmpegSettings.audio_mixrate FFmpegSettings.audio_volume FFmpegSettings.buffersize FFmpegSettings.codec FFmpegSettings.constant_rate_factor FFmpegSettings.ffmpeg_preset FFmpegSettings.ffmpeg_prores_profile FFmpegSettings.format FFmpegSettings.gopsize FFmpegSettings.max_b_frames FFmpegSettings.maxrate FFmpegSettings.minrate FFmpegSettings.muxrate FFmpegSettings.packetsize FFmpegSettings.use_autosplit FFmpegSettings.use_lossless_output FFmpegSettings.use_max_b_frames FFmpegSettings.video_bitrate FFmpegSettings.bl_rna_get_subclass() FFmpegSettings.bl_rna_get_subclass_py() Inherited Properties Inherited Functions References
user: Describe GeometryNodeSortElements(GeometryNode) from the Blender manual or Python API, including usage steps and snippets.

assistant: # GeometryNodeSortElements(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.GeometryNodeSortElements(*GeometryNode*)
:   Rearrange geometry elements, changing their indices

    domain
    :   - `POINT`
          Point – Attribute on point.
        - `EDGE`
          Edge – Attribute on mesh edge.
        - `FACE`
          Face – Attribute on mesh faces.
        - `CURVE`
          Spline – Attribute on spline.
        - `INSTANCE`
          Instance – Attribute on instance.

        Type:
        :   enum in [`'POINT'`, `'EDGE'`, `'FACE'`, `'CURVE'`, `'INSTANCE'`], default `'POINT'`

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

assistant: The *Influence* is a strength multiplier for the constraint.

[image reference removed]

By default, it’s 1, meaning that (for example) a *Copy Location* constraint fully overrides
the object’s original location.

Setting it to 0 is the same as disabling or even deleting the constraint.

Setting it between 0 and 1 will give an interpolated result. For example, a value of 0.5 would
place the object halfway between its previous location and the location of the *Target*.

The *Influence* can be keyframed, meaning constraints can be turned on and off over the course
of an animation.

Disable and Keep Transform
:   [Applies](header.html#bpy-ops-constraint-apply) the result of the constraint to the object’s/bone’s
    own transformation, but instead of deleting the constraint, disables it by setting the *Influence* to 0.
    As with applying, this may not work perfectly if the constraint is not the first in the stack.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`FModifierEnvelope.control_points`](bpy.types.FModifierEnvelope.html#bpy.types.FModifierEnvelope.control_points "bpy.types.FModifierEnvelope.control_points") - [`FModifierEnvelopeControlPoints.add`](bpy.types.FModifierEnvelopeControlPoints.html#bpy.types.FModifierEnvelopeControlPoints.add "bpy.types.FModifierEnvelopeControlPoints.add") | - [`FModifierEnvelopeControlPoints.remove`](bpy.types.FModifierEnvelopeControlPoints.html#bpy.types.FModifierEnvelopeControlPoints.remove "bpy.types.FModifierEnvelopeControlPoints.remove") |
user: Show practical ways to work with FloatVectorAttributeValue(bpy_struct) in a Blender add-on or script – include code.

assistant: # FloatVectorAttributeValue(bpy_struct)

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

*class* bpy.types.FloatVectorAttributeValue(*bpy_struct*)
:   Vector value in geometry attribute

    vector
    :   3D vector

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Properties are available in the *Node* tab of the Sidebar.

Sync Sockets
:   Updates the current node to match the socket signature of the connected nodes.
    Use this after renaming, adding, or removing sockets.

Define Signature
:   Locks the current item list and types to stabilize interfaces when publishing node groups.
    When enabled, adding/removing items is disabled until the option is turned off.

### Bundle Items

List of bundle items
:   Displays one entry per element in the bundle.
    Double-click to rename.

    Add Item
    :   Add a new socket to the bundle.

    Remove Item
    :   Delete the selected socket.

Type
:   The data type for the selected item (e.g. Float, Vector, Geometry, Object, Bundle).
    For value types, a default value control is shown and used when the socket is unlinked.
user: How do I use GaussianBlurStrip(EffectStrip) in Blender? Include parameters, examples, warnings and best practices.

assistant: # GaussianBlurStrip(EffectStrip)

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

*class* bpy.types.GaussianBlurStrip(*EffectStrip*)
:   Sequence strip creating a gaussian blur

    input_1
    :   First input for the effect strip

        Type:
        :   [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), (never None)

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

    size_x
    :   Size of the blur along X axis

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

    size_y
    :   Size of the blur along Y axis

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Give a detailed overview of Properties: syntax, arguments, return values, common patterns.

assistant: Properties should be documented using definition lists. Properties that are hidden based on other properties should
used nested definitions:

```
Property
   Property description.

   Hidden Property
      Hidden property description.
```

Select menus should be documented using the following syntax:

```
Menu Label
   General description of the menu.

   :Menu Item: Menu Item Definition.
   :Menu Item: Menu Item Definition.
   :Menu Item: Menu Item Definition.
```
user: Give a detailed overview of Outputs: syntax, arguments, return values, common patterns.

assistant: Geometry
:   The resulting geometry containing the interpolated hair curves.

Guide Index
:   An integer attribute storing the index of the main guide curve used to generate each interpolated curve.

Surface Normal
:   The surface normal direction at each curve’s root attachment point.
user: Describe Onion Skinning from the Blender manual or Python API, including usage steps and snippets.

assistant: # Onion Skinning

Onion Skinning show ghosts of the keyframes before and after the current frame allowing animators
to make decisions in the animation sequence.

The main switch to show/hide Onion Skinning is in the [Viewport Overlays](../../editors/3dview/display/overlays.xhtml#dview-overlay-grease-pencil),
but Grease Pencil Onion Skinning is per-layer and the visibility can be toggle in the layer list.
See [2D Layers](layers.xhtml) for more information.

[image reference removed]

Onion Skinning panel.
user: Give a detailed overview of Sound: syntax, arguments, return values, common patterns.

assistant: This panel contains the sound settings for live playback
within Blender and are only available with a device other than *None*.
To control these settings for exporting sound
see the [Encoding Panel](../../render/output/properties/output.xhtml#render-output-video-encoding-panel)
and [Audio Panel](../../scene_layout/scene/properties.xhtml#data-scenes-audio).

Audio Device
:   Sets the audio engine to use to process and output audio.

    None:
    :   No audio playback support (audio strips can still be loaded and rendered normally).

    CoreAudio:
    :   On macOS, CoreAudio is the native audio API.
        This is the default setting for macOS users and should be preferred.

    PulseAudio:
    :   PulseAudio is the most commonly used sound server on modern Linux distributions.
        If PulseAudio is available, this should be the preferred setting on Linux.

    WASAPI:
    :   On Windows, WASAPI is the native audio API introduced with Windows Vista.
        This is the default setting for Windows users and should be preferred.

    Jack:
    :   High quality professional audio engine that needs a properly configured server running on your system.
        Supports accurate synchronization with other professional audio applications using Jack.

    OpenAL:
    :   Available on all platforms in case the native engines do not work.
        The played back 3D audio might sound different than when rendered.

    SDL:
    :   Uses Simple Direct Media Layer API from [libsdl.org](https://www.libsdl.org)
        which supports all platforms. Might be of lower quality and thus should only be used as backup.

Channels
:   The number of audio source “locations” to output.

    Mono:
    :   Output a single audio channel.

    Stereo:
    :   Output two audio channels; typically a left and right channel.

    4 Channels:
    :   Output a four audio channels.

    5.1 Surround:
    :   Output a five audio channels with one LFE channel.

    7.1 Surround:
    :   Output a seven audio channels with one LFE channel.

Mixing Buffer
:   Sets the number of samples used by the audio mixing buffer.
    Higher buffer sizes can cause latency issues,
    but if you hear clicks or other problems, try to increase the size.

Sample Rate
:   Sets the audio [sampling rate](https://en.wikipedia.org/wiki/Sampling_(signal_processing)#Sampling_rate).

Sample Format
:   Sets the audio sample format.
user: How do I use Options in Blender? Include parameters, examples, warnings and best practices.

assistant: As the modifier is only a container its actual options can be configured in the *Physics Properties* tab.
See the [Cloth Physics Properties](../../../physics/cloth/settings/index.html) for more information.
user: What is Weight Paint Tools and how is it used in Blender Python scripting?

assistant: # Weight Paint Tools

Brush
:   Tool to use for any of the weight paint [brushes](brushes.xhtml).

Gradient
:   Applies a linear/radial weight gradient;
    this is useful at times when painting gradual changes in weight becomes difficult.
    Blends the weights of selected vertices with unselected vertices.

    [image reference removed]

    Example of the Gradient tool being used with selected vertices.

    Weight
    :   The gradient starts at the current selected weight value, blending out to nothing.

    Strength
    :   Lower values can be used so the gradient mixes in with the existing weights (just like with the brush).

    Type
    :   The shape of the gradient.

        Linear:
        :   Create gradient that forms a straight line.

        Radial:
        :   Create gradient that forms a circle.

Sample
:   Weights
    :   Sets the brush *Weight* as the weight selected under the cursor.
        The sampled weight is displayed in the tool settings.

    Vertex Group
    :   Displays a list of possible vertex groups to select that are under the cursor.

[Annotate](../../interface/annotate_tool.xhtml#tool-annotate-freehand)
:   Draw free-hand annotation.

    [Annotate Line](../../interface/annotate_tool.xhtml#tool-annotate-line)
    :   Draw straight line annotation.

    [Annotate Polygon](../../interface/annotate_tool.xhtml#tool-annotate-polygon)
    :   Draw a polygon annotation.

    [Annotate Eraser](../../interface/annotate_tool.xhtml#tool-annotate-eraser)
    :   Erase previous drawn annotations.
user: Explain UserAssetLibrary(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # UserAssetLibrary(bpy_struct)

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

*class* bpy.types.UserAssetLibrary(*bpy_struct*)
:   Settings to define a reusable library for Asset Browsers to use

    import_method
    :   Determine how the asset will be imported, unless overridden by the Asset Browser

        - `LINK`
          Link – Import the assets as linked data-block.
        - `APPEND`
          Append – Import the assets as copied data-block, with no link to the original asset data-block.
        - `APPEND_REUSE`
          Append (Reuse Data) – Import the assets as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don’t have to be copied every time this asset is imported. The instances of the asset share the data instead..
        - `PACK`
          Pack – Import the asset as linked data-block, and pack it in the current file (ensures that it remains unchanged in case the library data is modified, is not available anymore, etc.).

        Type:
        :   enum in [`'LINK'`, `'APPEND'`, `'APPEND_REUSE'`, `'PACK'`], default `'PACK'`

    name
    :   Identifier (not necessarily unique) for the asset library

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

    path
    :   Path to a directory with .blend files to use as an asset library

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

    use_relative_path
    :   Use relative path when linking assets from this asset library

        Type:
        :   boolean, default True

    *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 How Rigify Works in a Blender add-on or script – include code.

assistant: Rigify Meta-Rigs are split in multiple Sub-Rigs
:   A meta-rig is an assembly of bone chains. A bone chain is identified by the *Connected* attribute.
    Bone chains can be further connected together by parenting them without using the *Connected* attribute
    (i.e. using the *Keep Offset* option while parenting).

A custom attribute is set on the first bone of the sub-rig chain
:   Each first bone of a bone chain has a custom attribute on it which is a Rigify custom property
    that identifies the sub-rig type. At rig generation time Rigify will determine which controls and
    deform bones will be created processing the meta-rig from the first bone to the last of each chain.

    [image reference removed]

    Human meta-rig split by samples.

New meta-rigs are created assembling sub-rigs samples
:   Since a meta-rig is just a collection of sub-rigs,
    new meta-rigs can be built assembling sub-rigs in different ways.
    This way an infinite number of meta-rigs can be built from the same rigging blocks.

    [image reference removed]

    Cat meta-rig built by samples.

All the mechanics, deformation bones and widget are created on a single click
:   The meta-rig contains more information than the visualized bones.
    In fact at generation time Rigify will identify each sub-rig type and depending on
    the selected options will create all the sophisticated controls, switches, and
    deforming bones with a single click.
user: Explain Voxel Index Node in complete detail according to the official Blender documentation.

assistant: # Voxel Index Node

[image reference removed]

The *Voxel Index* node outputs the integer index of the voxel that the field
is currently being evaluated on.

Unlike a position in object space, the voxel index refers to the discrete
cell coordinates inside a voxel grid. This makes it possible to reason
about neighboring voxels directly in index space, without converting
through world or object space.

This node can be combined with nodes such as
[Integer Math](../../utilities/math/integer_math.html)
and [Sample Grid Index](../sample/sample_grid_index.html)
to sample values from nearby voxels by offsetting the indices.
user: Give a detailed overview of Bézier Curve: syntax, arguments, return values, common patterns.

assistant: # Bézier Curve

The *Bézier Curve* modifier replaces the stroke by a Bézier approximation of it.

Error
:   The maximum distance allowed between the new Bézier curve and the original stroke.

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

Bézier Curve modifier demo by T.K.
([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Toycar_bezier.zip)).
user: Show practical ways to work with Import in a Blender add-on or script – include code.

assistant: ### General

Scale
:   Value by which to scale the imported objects in relation to the world’s origin.

Scene Unit
:   Apply current scene’s unit (as defined by unit scale) to imported data.

Forward Axis, Up Axis
:   Since many applications use a different axis for ‘Up’, these are axis conversion for these settings,
    Forward and Up axes – By mapping these to different axes you can convert rotations
    between applications default up and forward axes.

    Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
    For example, it’s common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.

### Options

Merge Vertices
:   Attempts to combine co-located vertices where possible.

Import Vertex Colors
:   The color space that the color data in the ply-file was saved in.

    None:
    :   Does not import vertex color data.

    sRGB:
    :   Vertex colors in the file are in sRGB [Color Space](../../glossary/index.xhtml#term-Color-Space)

    Linear:
    :   Vertex colors in the file are in Linear [Color Space](../../glossary/index.xhtml#term-Color-Space)
user: What is Motion Paths and how is it used in Blender Python scripting?

assistant: # Motion Paths

[image reference removed]

An animated cube with its motion path displayed.

The Motion Paths tool allows you to visualize the motion of points as paths over a series of frames.
These points can be object origins and bone joints.

To create or remove motion paths, it is necessary to first select the bones. Then:

1. To show the paths (or update them, if needed), click on the *Calculate Path* button.
2. To hide the paths, click on the *Clear Paths* button.

The paths are shown in red for the section in the past and green for the section in the future.
These colors follow the user preference options “Before Current Frame” and “After Current Frame”,
which can be found in the 3D Viewport section.
Each frame is displayed by a small dot on the paths.

The paths are automatically updated when you edit your poses/keyframes,
and they are also active during animation playback. Playing the animation
affects the paths only when using the *Around Frame* type.
user: Explain Known Limitations in complete detail according to the official Blender documentation.

assistant: ### Even Thickness

Solidify thickness is an approximation.
While *Even Thickness* and *High Quality Normals* should yield good results,
the final wall thickness is not guaranteed and may vary depending on the mesh topology.
Especially for vertices with more than three adjacent faces.

In order to maintain a precise wall thickness in every case, we would need to add/remove faces on
the offset shell, something this modifier does not do since this would add a lot of complexity.
The best option to preserve wall thickness is complex mode with constraints thickness mode,
but it is also not guaranteed to work perfect in every case.
user: How do I use Report from within Blender in Blender? Include parameters, examples, warnings and best practices.

assistant: It is recommended to initiate your bug report from within Blender. Doing so allows Blender to automatically populate
a number of fields in the bug report template including your computer configuration, operating system, and specific
Blender build.

To initiate a bug report:

- Select Topbar ‣ Help ‣ Report a Bug from the menu. This will open your default web browser to
  the bug reporting page on blender.org with some of your information prepopulated.
- Give the bug a clear, easy-to-understand title - try to avoid long run-on sentences.
- Enter details about the steps to reproduce the bug. Bugs that are not consistently reproducible may be more
  difficult to track down, so provide any additional information that you can. Make sure to fill in the **Short
  description of error** and the **Exact steps for others to reproduce the error** sections.
- Attach any pictures if you feel they will help the developers understand the issue more clearly. Videos can also be
  attached, but please only do so if it is absolutely required to show the issue.
- If a crash occurs, attach a crash log as discussed below: [Attaching a Crash Log](#attaching-a-crash-log).
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Texture
:   Standard color input.

Coordinates
:   The point at which to sample the color. For images, the space is between -1 and 1 for X and Y.
    If the coordinates are not spatially varying, the node will return a single color.
user: What is Separate Bundle Node and how is it used in Blender Python scripting?

assistant: # Separate Bundle Node

[image reference removed]

The *Separate Bundle* node extracts individual values from a
[Bundle](index.html).
Each output corresponds to an element in the bundle, identified by its socket name.

This node is the counterpart of the
[Combine Bundle](combine_bundle.html)
node and is typically used to retrieve structured data that was previously grouped together.
user: Show practical ways to work with Caustics and Filter Glossy in a Blender add-on or script – include code.

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

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

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

The above images show default settings, no caustics, and filter glossy set to 1.0.
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Type
:   The type of angle input.

    X/Y/Z Axis:
    :   Rotates the vector around the defined axis and
        the amount of rotation is defined by the *Angle* input.

    Axis Angle:
    :   Rotates the vector around an arbitrary axis defined by the *Axis* input vector.
        The amount of rotation is defined by the *Angle* input.

    Euler:
    :   Rotates the vector about a center point defined by the *Center* input vector.
        The amount of rotation on each axis is defined by the *Rotation* input vector.

Invert
:   Inverts the rotation angle.
user: Show practical ways to work with GeometryNodeIndexSwitch(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeIndexSwitch(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.GeometryNodeIndexSwitch(*GeometryNode*)
:   Choose between an arbitrary number of values with an index

    data_type
    :   Type:
        :   enum in [Node Socket Data Type Items](bpy_types_enum_items/node_socket_data_type_items.html#rna-enum-node-socket-data-type-items), default `'GEOMETRY'`

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

    *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 NodeGeometryBakeItems(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # NodeGeometryBakeItems(bpy_struct)

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

*class* bpy.types.NodeGeometryBakeItems(*bpy_struct*)
:   Collection of bake items

    new(*socket_type*, *name*)
    :   Add an item at the end

        Parameters:
        :   - **socket_type** (enum in [Node Socket Data Type Items](bpy_types_enum_items/node_socket_data_type_items.html#rna-enum-node-socket-data-type-items)) – Socket Type, Socket type of the item
            - **name** (*string**,* *(**never None**)*) – Name

        Returns:
        :   Item, New item

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

    remove(*item*)
    :   Remove an item

        Parameters:
        :   **item** ([`NodeGeometryBakeItem`](bpy.types.NodeGeometryBakeItem.html#bpy.types.NodeGeometryBakeItem "bpy.types.NodeGeometryBakeItem"), (never None)) – Item, The item to remove

    clear()
    :   Remove all items

    move(*from_index*, *to_index*)
    :   Move an item to another position

        Parameters:
        :   - **from_index** (*int in* *[**0**,* *inf**]*) – From Index, Index of the item to move
            - **to_index** (*int in* *[**0**,* *inf**]*) – To Index, Target index for the item

    *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 Options, preserving all code examples.

assistant: [image reference removed]

The Weld modifier.

Mode
:   Method for choosing which vertices are merged.

    All:
    :   Merge includes all geometry including loose parts.

    Connected:
    :   Merge only includes attached geometry i.e. the modifier will not merge loose parts together.

Distance
:   Maximum distance that the vertices must have each other to be merged.

Only Loose Edges Connected Mode
:   Only collapse short edges which are not adjacent to any face.
    This is useful for example to stitch the seams used in cloth simulations.

Vertex Group
:   When the *Vertex Group* option is selected, only vertices with weight above zero will be affected by the modifier.

    Invert
    :   Inverts the influence of the selected vertex group, meaning that the group
        now represents vertices that will not be merged by the modifier.

        The setting reverses the weight values of the group.
user: Explain Example in complete detail according to the official Blender documentation.

assistant: Fixed Mode sample.

|  |  |  |  |
| --- | --- | --- | --- |
| ../../../_images/grease-pencil_modifiers_generate_simplify_fixed-iterations-0.png   Original Model. | ../../../_images/grease-pencil_modifiers_generate_simplify_fixed-iterations-1.png   Iteration: 1. | ../../../_images/grease-pencil_modifiers_generate_simplify_fixed-iterations-2.png   Iteration: 2. | ../../../_images/grease-pencil_modifiers_generate_simplify_fixed-iterations-3.png   Iteration: 3. |

Adaptive Mode sample.

|  |  |  |  |
| --- | --- | --- | --- |
| ../../../_images/grease-pencil_modifiers_generate_simplify_adaptive-factor-0.png   Original Model. | ../../../_images/grease-pencil_modifiers_generate_simplify_adaptive-factor-01.png   Factor: 0.1. | ../../../_images/grease-pencil_modifiers_generate_simplify_adaptive-factor-02.png   Factor: 0.5. | ../../../_images/grease-pencil_modifiers_generate_simplify_adaptive-factor-05.png   Factor: 1. |
user: Explain Area Options in complete detail according to the official Blender documentation.

assistant: `RMB` on the border opens the *Area Options*.

Vertical/Horizontal Split
:   Shows an indicator line that lets you select the area and position where to split.
    `Tab` switches between vertical/horizontal.

Join Up/Down/Left/Right
:   Shows the join direction overlay.

Swap Areas
:   Swaps this area with the adjacent one.
user: Describe Curve to Tube Modifier from the Blender manual or Python API, including usage steps and snippets.

assistant: # Curve to Tube Modifier

The *Curve to Tube* modifier generates a mesh tube along an input curve.
It creates cylindrical or custom-profiled geometry that follows the curve shape,
with flexible control over radius, resampling, capping, and UV generation.
This node is useful for modeling cables, pipes, wires, or other tubular structures.
user: Give a detailed overview of Controlling Script Execution: syntax, arguments, return values, common patterns.

assistant: Blender provides a number of ways to control whether scripts
from a blend-file are allowed to automatically execute.

First, the File Browser has the option **Trusted Source** which you can use on
a case-by-case basis to control auto execution.
Since you may forget to set this,
or may open a file without going through the File Browser,
you can change the default (described next).

### Setting Defaults

In the Preferences, there is the toggle to
[Auto Run Python Scripts](../../editors/preferences/save_load.html#bpy-types-preferencesfilepaths-use-scripts-auto-execute).
This means the **Trusted Source** option in the File Browser will be enabled by default,
and scripts can run when blend-files are loaded without using the File Browser.
Once enabled you have the option to exclude certain directories;
a typical configuration would be to trust all paths except for the download directory.

[image reference removed]

The Auto Run Python Scripts checkbox.

### Command Line

You may want to perform batch rendering or some other task from the command line,
running Blender without an interface.
In this case, the Preferences are still used but you may want to override them:

- Enable with `-y` or `--enable-autoexec`
- Disable with `-Y` or `--disable-autoexec`

#### Example

To render an animation in background mode, allowing drivers and other scripts to run:

```
blender --background --enable-autoexec my_movie.blend --render-anim
```
user: Explain UserSolidLight(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # UserSolidLight(bpy_struct)

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

*class* bpy.types.UserSolidLight(*bpy_struct*)
:   Light used for Studio lighting in solid shading mode

    diffuse_color
    :   Color of the light’s diffuse highlight

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (0.8, 0.8, 0.8)

    direction
    :   Direction that the light is shining

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 3 items in [-inf, inf], default (0.0, 0.0, 1.0)

    smooth
    :   Smooth the lighting from this light

        Type:
        :   float in [0, 1], default 0.5

    specular_color
    :   Color of the light’s specular highlight

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (0.8, 0.8, 0.8)

    use
    :   Enable this light in solid shading mode

        Type:
        :   boolean, default True

    *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 GeometryNodeFieldAverage(GeometryNode) and how is it used in Blender Python scripting?

assistant: # GeometryNodeFieldAverage(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.GeometryNodeFieldAverage(*GeometryNode*)
:   Calculate the mean and median of a given field

    data_type
    :   Type of data the outputs are calculated from

        - `FLOAT`
          Float – Floating-point value.
        - `FLOAT_VECTOR`
          Vector – 3D vector with floating-point values.

        Type:
        :   enum in [`'FLOAT'`, `'FLOAT_VECTOR'`], default `'FLOAT'`

    domain
    :   Type:
        :   enum in [Attribute Domain Items](bpy_types_enum_items/attribute_domain_items.html#rna-enum-attribute-domain-items), default `'POINT'`

    *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