PGCRYPT/OpenBlender_Train huggingface dataset:
user: Show practical ways to work with NodeTreeInterfaceSocketClosure(NodeTreeInterfaceSocket) in a Blender add-on or script – include code.

assistant: # NodeTreeInterfaceSocketClosure(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketClosure(*NodeTreeInterfaceSocket*)
:   Closure socket of a node

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

    *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 Searching for Operators, preserving all code examples.

assistant: ### Menu Search

The Menu Search pop-up lets you search Blender’s interface for a certain
[operator](#) and execute it.
First narrow down the list by typing (part of) the operator’s name,
then either click the operator with `LMB`, or navigate to it with
`Down` and `Up` and activate it with `Return`.

Apart from the operator names, the pop-up also shows the menus
where they’re located.

[image reference removed]

The Menu Search pop-up.

### Operator Search

When [Developer Extras](../editors/preferences/interface.xhtml#bpy-types-preferencesview-show-developer-ui) are activated,
the Operator Search can be accessed from the Edit menu in the Topbar.
This menu searches all [Operators](#)
within Blender, even if they are not exposed in a menu.
This is useful for Python developers for testing purposes.
Blender might also include a few advanced operators that are not
exposed in a menu and can only be accessed via this search menu.
user: Explain Edge Split Modifier in complete detail according to the official Blender documentation.

assistant: # Edge Split Modifier

The *Edge Split* modifier splits, duplicates edges within a mesh,
breaking ‘links’ between faces around those split edges.

The edges to split can be determined from the edge angle (i.e. angle between faces forming that edge),
and/or edges marked as sharp.

Splitting an edge affects vertex normal generation at that edge, making the edge appear sharp.
It can also be used for manual control of the smoothing process,
where the user defines which edges should appear smooth or sharp
(see [Mesh Smoothing](../../meshes/editing/mesh/shading.xhtml#modeling-meshes-editing-normals-shading) for other ways to do this).
If desired, both modes can be active at once.
user: Explain Movie Clip Node in complete detail according to the official Blender documentation.

assistant: # Movie Clip Node

[image reference removed]

This node is a special node that uses some of the values taken from
footage cameras and trackings and link them to the output.
It is possible to load image sequences, but only Image and Alpha values
will be available, because the other outputs will not have any values
associated with them.
When a tracked clip is chosen, Blender will fulfill the outputs using
internal values taken from the tracking. So the controls for
start and end frames will be defined in the Movie Clip editor.
user: How do I use Fields in Blender? Include parameters, examples, warnings and best practices.

assistant: # Fields

Fundamentally, a field is a function: a set of instructions that can transform an arbitrary number
of inputs into a single output. A field’s result can then be calculated many times with different input data.
They are used all over geometry nodes to allow calculations that have different results
for every element (mesh vertices, faces, etc.).

[image reference removed]

A field input to a node.

For example, in the figure above, the field connected to the “Set Position” node
depends on two inputs, [Position](geometry/read/position.html) and
[Index](geometry/read/input_index.html), and transforms them into
a vector using a single instruction.
user: Explain Examples in complete detail according to the official Blender documentation.

assistant: [image reference removed]

Here the node is used to copy the positions of one object to another. This recreates the behavior of the
*Transfer Attribute* node from Blender versions before 3.4. This works best when their geometries have
the same number of points and the same [Topology](../../../../glossary/index.html#term-Topology).
user: What is Setting the Active Camera and how is it used in Blender Python scripting?

assistant: [image reference removed]

Active camera (left) displayed with a solid triangle above it.

This sets the current active object as the active camera and switches to the camera view.

The active camera is the one that will be used for rendering,
and which you’ll look through when choosing camera view.

Another way of setting the active camera is through the *Scene* tab of the
[Properties](../../properties_editor.xhtml).

### Animated Camera Switching

While a scene contains only one camera by default, it’s possible to have multiple.
You can then bind the cameras to specific time points in your animation
to create jump cuts showing different viewpoints.
See [Animating Cameras](../../../animation/markers.xhtml#bpy-ops-marker-camera-bind).
user: What is FunctionNodeReplaceString(FunctionNode) and how is it used in Blender Python scripting?

assistant: # FunctionNodeReplaceString(FunctionNode)

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"), [`FunctionNode`](bpy.types.FunctionNode.html#bpy.types.FunctionNode "bpy.types.FunctionNode")

*class* bpy.types.FunctionNodeReplaceString(*FunctionNode*)
:   Replace a given string segment 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: Show practical ways to work with NodeTreeInterfaceSocketVectorXYZ2D(NodeTreeInterfaceSocket) in a Blender add-on or script – include code.

assistant: # NodeTreeInterfaceSocketVectorXYZ2D(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketVectorXYZ2D(*NodeTreeInterfaceSocket*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 2 items in [-inf, inf], default (0.0, 0.0)

    dimensions
    :   Dimensions of the vector socket

        Type:
        :   int in [2, 4], default 0

    max_value
    :   Maximum value

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

    min_value
    :   Minimum value

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

    subtype
    :   Subtype of the default value

        Type:
        :   enum in [`'DEFAULT'`], default `'DEFAULT'`

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

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

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

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

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

        Returns:
        :   The class or default when not found.

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

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

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

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

Fill Caps
:   If the profile spline is cyclic, fill the ends of the generated mesh with n-gons.
    The resulting mesh is [Manifold](../../../../glossary/index.xhtml#term-Manifold), the two new faces for each spline are
    simply connected to existing edges.
user: What is Store Named Attribute Node and how is it used in Blender Python scripting?

assistant: # Store Named Attribute Node

[image reference removed]

The *Store Named Attribute* node stores the result of a field on a geometry
as an attribute with the specified name. If the attribute already exists, the data
type and domain will be updated to the values chosen in the node.
However, keep in mind that the domain and data type of [Built-In Attributes](../attributes_reference.xhtml#geometry-nodes-builtin-attributes)
cannot be changed.

Compared with the [Capture Attribute Node](capture_attribute.xhtml), this node basically
does the same thing, but the attribute gets a name instead of an anonymous reference.
For reusing the data in the same node tree, the *Capture Attribute* node might be preferable
since it does not create the chance for name conflicts in the input geometry.
user: Describe NodeTreeInterfaceSocketVectorAcceleration2D(NodeTreeInterfaceSocket) from the Blender manual or Python API, including usage steps and snippets.

assistant: # NodeTreeInterfaceSocketVectorAcceleration2D(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketVectorAcceleration2D(*NodeTreeInterfaceSocket*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 2 items in [-inf, inf], default (0.0, 0.0)

    dimensions
    :   Dimensions of the vector socket

        Type:
        :   int in [2, 4], default 0

    max_value
    :   Maximum value

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

    min_value
    :   Minimum value

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

    subtype
    :   Subtype of the default value

        Type:
        :   enum in [`'DEFAULT'`], default `'DEFAULT'`

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

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

assistant: Tension
:   How much the material resists stretching.

Compression
:   How much the material resists compression.

Structural
:   Overall stiffness of the cloth (only in linear bending model).

Shear
:   How much the material resists shearing.

Bending
:   Wrinkle coefficient. Higher creates more large folds.
user: Give a detailed overview of Volume Scatter: syntax, arguments, return values, common patterns.

assistant: # Volume Scatter

[image reference removed]

The *Volume Scatter* node allows light to be scattered as it passes through the volume.
Typical usage would be to add fog to a scene. It can also be used with
the [Volume Absorption](volume_absorption.xhtml) node to create smoke.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Grid
:   The input SDF grid to be smoothed.
    Typically generated from another SDF operation such as a boolean or mesh conversion.

Iterations
:   The number of smoothing iterations to apply.
    Higher values produce a larger, smoother fillet radius but also increase computation time.
    A single iteration results in a subtle rounding, while multiple iterations
    create progressively softer surfaces.
user: What is Shading and how is it used in Blender Python scripting?

assistant: ### Light Linking

Limit light influence to specified objects, with [Light Linking](../../lights/light_linking.xhtml#bpy-types-object-light-linking).

Receiver Collection
:   Collection of objects that will receive light emitted from the object.

### Shadow Linking

Limit shadows to specified objects, with [Light Linking](../../lights/light_linking.xhtml#bpy-types-object-light-linking).

Shadow Blocker Collection
:   Collection of objects that will act as shadow blockers for light emitted from the object.

### Shadow Terminator

The Shadow Terminator settings help reduce artifacts that appear along the edges
of low-poly or smoothly shaded objects, especially when using bump mapping.
These artifacts occur when shading normals deviate from the actual geometry,
causing abrupt shadow breaks.

Normal Offset
:   Shifts the shadow position along the shading normal to minimize visible artifacts.
    The offset is measured in object space and is strongest at glancing angles to the light.
    A value of zero disables the bias.
    Increase this value if shadow breaks are visible, but avoid excessive values to prevent light leaks.
    The amount of faces affected by the bias is controlled by the *Geometry Offset*:

Geometry Offset
:   Controls how many faces are affected by the normal offset.
    A value of zero only affects faces at grazing angles; 1.0 affects all faces.
    Use higher values if artifacts persist, but too much offset can distort shadows, especially with bump mapping.
user: Give a detailed overview of Common Options: syntax, arguments, return values, common patterns.

assistant: ### Noise Basis

Each noise-based Blender texture (except Voronoi and Simple Noise) has
a *Noise Basis* setting that allows the user to select
which algorithm is used to generate the texture.
This list includes the original Blender noise algorithm.
The *Noise Basis* settings makes the procedural textures extremely flexible (especially *Musgrave*).

The *Noise Basis* governs the structural appearance of the texture:

|  |  |  |
| --- | --- | --- |
| ../../../_images/render_materials_legacy-textures_introduction_noise-basis-blender-original.jpg   Blender Original. | ../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f1.jpg   Voronoi F1. | ../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f2-f1.jpg   Voronoi F2-F1. |
| ../../../_images/render_materials_legacy-textures_introduction_noise-basis-original-perlin.jpg   Original Perlin. | ../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f2.jpg   Voronoi F2. | ../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-crackle.jpg   Voronoi Crackle. |
| ../../../_images/render_materials_legacy-textures_introduction_noise-basis-improved-perlin.jpg   Improved Perlin. | ../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f3.jpg   Voronoi F3. | ../../../_images/render_materials_legacy-textures_introduction_noise-basis-cell-noise.jpg   Cell Noise. |
| ../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f4.jpg   Voronoi F4. |  |  |

There are two more possible settings for *Noise Basis*, which are relatively similar to *Blender Original*:
Improved Perlin and Original Perlin.

### Nabla

Almost all procedural textures in Blender use derivatives for calculating normals for texture mapping
(except *Blend* and *Magic*). This is important for Normal and Displacement Maps.
The strength of the effect is controlled with the *Nabla* number field.
user: Describe Preference Section Items from the Blender manual or Python API, including usage steps and snippets.

assistant: # Preference Section Items

INTERFACE:
:   Interface.

VIEWPORT:
:   Viewport.

LIGHTS:
:   Lights.

EDITING:
:   Editing.

ANIMATION:
:   Animation.

---

EXTENSIONS:
:   Get Extensions.

    Browse, install and manage extensions from remote and local repositories.

---

ADDONS:
:   Add-ons.

    Manage add-ons installed via Extensions.

THEMES:
:   Themes.

    Edit and save themes installed via Extensions.

---

INPUT:
:   Input.

NAVIGATION:
:   Navigation.

KEYMAP:
:   Keymap.

---

SYSTEM:
:   System.

SAVE_LOAD:
:   Save & Load.

FILE_PATHS:
:   File Paths.

---

DEVELOPER_TOOLS:
:   Developer Tools.

EXPERIMENTAL:
:   Experimental.
user: How do I use Cursor in Blender? Include parameters, examples, warnings and best practices.

assistant: The cursor can be disabled by toggling the checkbox in the *Cursor* header.

Color
:   Set the color of the brush ring. Depending on the current mode there will
    be options to set a single Color or a Color for Adding/Subtracting.
user: Describe Slide Vertices from the Blender manual or Python API, including usage steps and snippets.

assistant: # Slide Vertices

Vertex Slide will transform a vertex along one of its adjacent edges.
Use `Shift`-`V` to activate tool.
The nearest selected vertex to the mouse cursor will be the control one.
Move the mouse along the direction of the desired edge to specify the vertex position.
Then press `LMB` to confirm the transformation.

Even `E`
:   By default, the offset value of the vertices is a percentage of the edges length along which they move.
    When Even mode is active, the vertices are shifted by an absolute value.

Flipped `F`
:   When Flipped is active, vertices move the same distance from adjacent vertices,
    instead of moving from their original position.

Clamp `Alt` or `C`
:   Toggle clamping the slide within the edge extents.

|  |  |  |
| --- | --- | --- |
| <../../../../_images/modeling_meshes_editing_vertex_slide-vertices_example-1.png>   Selected vertex. | <../../../../_images/modeling_meshes_editing_vertex_slide-vertices_example-2.png>   Positioning vertex interactively. | <../../../../_images/modeling_meshes_editing_vertex_slide-vertices_example-3.png>   Repositioned vertex. |
user: Show practical ways to work with Editing Weight Paint in a Blender add-on or script – include code.

assistant: # Editing Weight Paint

[image reference removed]

Weight Paint Tools.

Blender provides a set of helper tools for Weight Painting.

The Subset Option

Some of the tools also provide a Subset filter to restrict their functionality to only specific vertex groups
(in the [Adjust Last Operation](../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last) panel, displayed after the tool is called)
with following options:

- Active Group
- Selected Pose Bones
- Deform Pose Bones
- All Groups

All tools also work with Vertex Selection Masking and Face Selection Masking.
In these modes the tools operate only on selected vertices or faces.
user: Show practical ways to work with Properties in a Blender add-on or script – include code.

assistant: Domain
:   Which [attribute domain](../attributes_reference.xhtml#attribute-domains) to store the evaluated data on.

### Capture Items

[List View](../../../interface/controls/templates/list_view.xhtml#ui-list-view) for adding, removing, reordering, and renaming the inputs of the node.

Data Type
:   The [data type](../attributes_reference.xhtml#attribute-data-types) of the selected input.
user: Provide the full official documentation entry for Inherited Properties, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`Space.type`](bpy.types.Space.html#bpy.types.Space.type "bpy.types.Space.type") | - [`Space.show_locked_time`](bpy.types.Space.html#bpy.types.Space.show_locked_time "bpy.types.Space.show_locked_time") - [`Space.show_region_header`](bpy.types.Space.html#bpy.types.Space.show_region_header "bpy.types.Space.show_region_header") |
user: Show practical ways to work with Stabilize 2D Node in a Blender add-on or script – include code.

assistant: # Stabilize 2D Node

[image reference removed]

Stabilizes the footage according to the settings set in
Movie Clip Editor ‣ Properties ‣ Stabilization ‣ 2D Stabilization.
For more information,
see [2D Stabilization](../../../movie_clip/tracking/clip/sidebar/stabilization/index.xhtml).
user: How do I use Enabling Add-on in Blender? Include parameters, examples, warnings and best practices.

assistant: This add-on is enabled by default, in case it is not:

1. Open Blender and go to [Add-ons](../../editors/preferences/addons.xhtml) section of the [Preferences](../../editors/preferences/index.xhtml).
2. Search “BioVision Motion Capture (BVH) format” and check the *Enable Add-on* checkbox.
user: Provide the full official documentation entry for Average Tracks, preserving all code examples.

assistant: The Average Tracks operator creates a new tracking marker by averaging the data from the selected tracks.
This can be used to improve stability of tracking on blurry or non-very-sharp feature shapes.
The operator takes into account all [Marker properties](../sidebar/track/marker.xhtml)
however, disabled markers do not affect the averaging.

Gaps in the original tracks will be linearly interpolated, to reduce result track jump.
Note that this only applies to gaps “in between”.
This means that if a track does not have markers in the beginning or end of it,
there is nothing to interpolate with and the resulting track will jump.

Keep Original
:   When enabled, the selected tracks are *not* deleted.
user: Explain Hair Attachment Info in complete detail according to the official Blender documentation.

assistant: # Hair Attachment Info

The *Hair Attachment Info* node provides information about how and where hair curves
are attached to a surface mesh.
It allows nodes to retrieve stored attachment coordinates, verify whether the attachment
is still valid, and access the surface normal at the attachment point.
This information is essential for deformation, simulation, and reattachment of hair
when the surface mesh changes.
user: How do I use Categories in Blender? Include parameters, examples, warnings and best practices.

assistant: There are four categories of built-in modifiers:

Edit
:   Similar to the *Deform* modifiers (see below),
    however, they usually do not directly affect the geometry of the object,
    but some other data, such as vertex groups.

Generate
:   Constructive/destructive modifiers that will affect the whole [Topology](../../glossary/index.xhtml#term-Topology) of the mesh.
    They can change the general appearance of the object, or add new geometry to it…

Deform
:   Unlike *Generate* ones above, these modifiers only change the shape of an object, without altering its topology.

Simulate
:   Represent [physics simulations](../../physics/index.xhtml). In most cases, they are automatically added to
    the modifiers stack whenever a *Particle System* or *Physics* simulation is enabled. Their only role is to define
    the position in the modifier stack from which is taken the base data for the simulation they represent.
    As such, they typically have no properties, and are controlled by settings exposed in
    separate sections of the [Properties Editor](../../editors/properties_editor.xhtml).

You will also notice a category called “Hair”,
this category comes from a bundled [Asset Library](../../glossary/index.xhtml#term-Asset-Library) that is distributed with Blender.
See [Hair Nodes](../geometry_nodes/hair/index.xhtml) for more information.

Users can make their own categories by making geometry node groups [assets](../../glossary/index.xhtml#term-Asset)
and assigning them to a [Asset Catalog](../../glossary/index.xhtml#term-Asset-Catalog). This catalog name will be the category name.
If a user creates a catalog with the same name as one of the built-in categories
the node group will be added to the bottom of the corresponding menu.

Node Groups that are non-assets or that do not belong to a category will be available in the “Unassigned” sub-menu.
user: Show practical ways to work with Magic Texture Node in a Blender add-on or script – include code.

assistant: # Magic Texture Node

[image reference removed]

The Magic Texture node is used to add a psychedelic color texture.
It can be used for “Thin Film Interference” if you assign a *Reflection* Texture Coordinate
to the Vector input and use a relatively high *Turbulence*.
The RGB components are generated independently with a sine formula.
user: How do I use Clear in Blender? Include parameters, examples, warnings and best practices.

assistant: # Clear

Clearing transforms resets the transform values.
The objects location and rotation values are set to 0, and the scale to 1.

Clear Location `Alt`-`G`
:   Clear (reset) the location of the selection.
    This will move the selection back to the coordinates (0, 0, 0).

Clear Scale `Alt`-`S`
:   Clear (reset) the scale of the selection.
    This will change the scale to (1, 1, 1).

Clear Rotation `Alt`-`R`
:   Clear (reset) the rotation of the selection.
    This will set the rotation of the selection to 0 degrees in each plane.

Clear Origin
:   Clears (resets) the offset of the child objects origin from
    the [Parent](parent.xhtml).
    This will cause child objects to move to the origin of the parent.
    The relationship between the parent and child is not affected,
    you can confirm the relationship is still intact by using the *Outliner* to
    verify that the child object is still parented.
user: Describe Join Strings Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Join Strings Node

[image reference removed]

The *Join Strings* node combines any number of input strings into the output string.
The order of the result depends on the vertical ordering of the inputs in the multi-input socket.
user: Give a detailed overview of Select Random: syntax, arguments, return values, common patterns.

assistant: Select Random control points.

Percent
:   Selects the defined percentage of control points.

Random Seed
:   [Seed](../../glossary/index.xhtml#term-Seed) used by the pseudo-random number generator.

Action
:   Controls whether the operator *Selects* or *Deselects* control points.
user: Explain Toggle Cyclic in complete detail according to the official Blender documentation.

assistant: Toggles between an open curve and closed curve (Cyclic).
Only curves with at least one selected control point will be closed/open.
The shape of the closing segment is based on the start and end handles for Bézier curves,
and as usual on adjacent control points for NURBS.
The only time a handle is adjusted after closing is if the handle is an *Auto* one.
Fig. [Open and Closed curves.](#fig-curves-editing-open-close) is the same Bézier curve open and closed.

This action only works on the original starting control point or the last control point added.
Deleting a segment(s) does not change how the action applies;
it still operates only on the starting and last control points. This means that
`Alt`-`C` may actually join two curves instead of closing a single curve!
Remember that when a 2D curve is closed, it creates a renderable flat face.

[image reference removed]

Open and Closed curves.
user: Describe General from the Blender manual or Python API, including usage steps and snippets.

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: Provide the full official documentation entry for Displacement Node, preserving all code examples.

assistant: # Displacement Node

[image reference removed]

The *Displacement* node is used to displace the surface along the surface normal,
to add more detail to the geometry. Both procedural textures and baked displacement maps
can be used.

By default, Blender only uses [Bump Mapping](../../../glossary/index.html#term-Bump-Mapping) to render displacement.
However with true displacement, the rendered geometry will be physically displaced. To use true displacement
the [Displacement method](../../eevee/material_settings.html#bpy-types-material-displacement-method) must be set accordingly.
user: Provide the full official documentation entry for Properties, preserving all code examples.

assistant: Distribution
:   Microfacet distribution to use.

    GGX:
    :   GGX microfacet distribution.

    Multiscatter GGX:
    :   Takes multiple scattering events between microfacets into account.
        This gives more energy conserving results, which would otherwise be visible as excessive darkening.

    Beckmann:
    :   Cycles Only
        Beckmann microfacet distribution.
user: Provide the full official documentation entry for NodeTreeInterfaceSocketInt(NodeTreeInterfaceSocket), preserving all code examples.

assistant: # NodeTreeInterfaceSocketInt(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketInt(*NodeTreeInterfaceSocket*)
:   Integer number socket of a node

    default_value
    :   Input value used for unconnected socket

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

    max_value
    :   Maximum value

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

    min_value
    :   Minimum value

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

    subtype
    :   Subtype of the default value

        Type:
        :   enum in [`'DEFAULT'`], default `'DEFAULT'`

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Changes how the curve behaves before its first keyframe and after its last keyframe.

Constant:
:   [[image reference removed]](../../../_images/editors_graph-editor_fcurves_introduction_extrapolate1.png)

    Constant extrapolation.

    Continue in a straight line, keeping the same value as the first/last keyframe.
    This is the default.

Linear:
:   [[image reference removed]](../../../_images/editors_graph-editor_fcurves_introduction_extrapolate2.png)

    Linear extrapolation.

    Continue in a straight line, keeping the same slope as on the first/last keyframe.

Make Cyclic:
:   Repeat the whole curve. This works by adding a [Cycles modifier](../fcurves/modifiers.html#bpy-types-fmodifiercycles).

Clear Cyclic:
:   Remove the above modifier, making the curve non-repeating again.
user: Explain ShaderNodeVolumePrincipled(ShaderNode) in complete detail according to the official Blender documentation.

assistant: # ShaderNodeVolumePrincipled(ShaderNode)

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"), [`ShaderNode`](bpy.types.ShaderNode.html#bpy.types.ShaderNode "bpy.types.ShaderNode")

*class* bpy.types.ShaderNodeVolumePrincipled(*ShaderNode*)
:   Combine all volume shading components into a single easy to use node

    *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: Describe Depth of Field from the Blender manual or Python API, including usage steps and snippets.

assistant: # Depth of Field

To render a scene, EEVEE uses a pinhole camera model which produces
a perfectly focused image of the scene. For an enhanced realism, EEVEE can simulate
the optical [Depth of Field](../../../glossary/index.html#term-Depth-of-Field) using a post-process filter, and a sample-based method.
The optical settings are located in the [camera settings](../../cameras.html) properties.
Whereas the quality of the effect can be controlled by the settings found in the present section.

The post-process method is computed in two passes.
The first pass is using a blur that fails to produce quality bokeh for highlights but works for the general case.
Followed by a second pass which is sprite-based and improves only the quality of very bright highlights.
That is because it is too slow to be applied on every part of the image.
So it just includes very bright isolated parts of the image such that are different from their surroundings.
Which pixels are being processed by second pass can be control with
the *Sprite Threshold* and *Neighbor Rejection* options.

Secondly the sample-based method works by randomizing the camera position for every sample.
It is more accurate but needs many samples to achieve a smooth result.
Accordingly the post-process blurring radius is scaled down to remove undersampling.
Yet some scenes might still need more post-process blur in order to remove the noticeable sample pattern.
This is exactly what the *Overblur* option does, but it will also reduce the bokeh shape sharpness.

Max Size
:   Maximum size in pixels of the depth of field post-process effect (lower is faster).
    A value of 0 will disable the post-process effect but not the sample-based method.

Sprite Threshold
:   Minimum brightness a pixel needs to have to be considered by the sprite-based depth of field.
    Higher values will improve the performance but will also reduce the quality of highlights.
    Brightness is in the scene’s referred color space.

Neighbor Rejection
:   Maximum intensity to consider when doing sprite neighborhood rejection.
    This should be set to a brightness value above which there is
    small visual differences to be noticeable after color management.
    Lower values will improve the performance but will also reduce the quality of highlights.
    Brightness is in the scene’s referred color space.

Jitter Camera
:   Randomize the camera position for every scene render sample to increase precision.
    Enabling this option can change the scene’s actual sample count.

Over-blur
:   Scales the post-process depth of field radius to reduce artifacts. Higher values will soften the bokeh shape.
user: How do I use Seams in Blender? Include parameters, examples, warnings and best practices.

assistant: # Seams

For many cases, using the Unwrap calculations of Cube, Cylinder, Sphere,
or the regular “Unwrap” operators will produce a good UV layout.
But for more complex meshes, especially those with lots of indentations,
you may want to define a *seam* to limit and guide the [Unwrap](../../editing/uv.html#bpy-ops-uv-unwrap) operator.

Just like in sewing, a seam is where the ends of the image/cloth are sewn together.
In unwrapping, the UV map is discontinuous at the seams.
Think of this method as peeling an orange or skinning an animal.
You make a series of cuts in the skin, then peel it off. You could then flatten it out,
applying some amount of stretching. These cuts are the same as seams.

[image reference removed]

Simple seam on a cylinder.

When using this method, you need to be aware of how much stretching there is.
The more seams there are, the less stretching there is,
but this is often an issue for the texturing process.
It is a good idea to have as few seams as possible while having the least amount of stretching.
Try to hide seams where they will not be seen. In productions where 3D paint is used,
this becomes less of an issue, as projection painting can easily deal with seams,
as opposed to 2D texturing, where it is difficult to match the edges of different UV islands.

The workflow is the following:

1. Mark seams.
2. Unwrap.
3. Adjust seams and repeat.
4. Manually adjust UVs.
user: How do I use Troubleshooting macOS – NVIDIA in Blender? Include parameters, examples, warnings and best practices.

assistant: # Troubleshooting macOS – NVIDIA

Blender uses OpenGL for the 3D Viewport and user interface. The graphics processing unit (GPU) and driver have a big
impact on Blender’s behavior and performance.

This section lists possible solutions for graphics glitches, problems with EEVEE and Cycles, and crashes related to
your GPU.
user: Give a detailed overview of W: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [**Walk Cycle**](glossary/index.xhtml#term-Walk-Cycle) - [**Weight Painting**](glossary/index.xhtml#term-Weight-Painting) | - [**White Point**](glossary/index.xhtml#term-White-Point) - [**World Space**](glossary/index.xhtml#term-World-Space) |
user: Give a detailed overview of Library Overrides: syntax, arguments, return values, common patterns.

assistant: Bone collections can be added using library overrides. For this to work, both
the armature Object and the Armature itself need to be overridden.

### Limitations

There are a few limitations when it comes to bone collections & overrides:

- Only bone collections that are local to the current blend file can be edited.
- Bone collections that already existed on the linked-in Armature are read-only,
  and only their visibility can be toggled. Those visibility changes won’t be
  saved, though.
- Custom properties of overridden bone collections cannot be edited in the
  properties panel. Python access is fine; this is just a current limitation of
  Blender’s UI code.

### How It Works

Bone collections added via overrides are ‘anchored’ to the preceding
collection, by name. Here is an example. The *italic* collections are defined on
the linked Armature in `armature.blend`. The **bold** ones are added by
overrides in `armature_shot_47.blend`.

- *FK Controls*
- *IK Controls*
- **Left Pinky** (anchored to “IK Controls”)
- **Right Pinky** (anchored to “Left Pinky”)

Now if the Armature in `armature.blend` gets updated with two more collections
it might look like this:

- *FK Controls*
- *IK Controls*
- *Face Controls*
- *Face Detail Controls*

After reloading `armature_shot_47.blend`, it will look like this:

- *FK Controls*
- *IK Controls*
- **Left Pinky** (still anchored to “IK Controls”)
- **Right Pinky** (still anchored to “Left Pinky”)
- *Face Controls*
- *Face Detail Controls*