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

assistant: # MaskSplines(bpy_struct)

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

*class* bpy.types.MaskSplines(*bpy_struct*)
:   Collection of masking splines

    active
    :   Active spline of masking layer

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

    active_point
    :   Active point of masking layer

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

    new()
    :   Add a new spline to the layer

        Returns:
        :   The newly created spline

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

    remove(*spline*)
    :   Remove a spline from a layer

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

    *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 Typical Usage in complete detail according to the official Blender documentation.

assistant: 1. Enable the *Cryptomatte Object* render pass in
   Properties ‣ View Layer ‣ Passes and render the image.
2. In the Compositor, create a Cryptomatte Node and a [Viewer Node](../output/viewer.xhtml).
3. Connect the *Image* output of the [Render Layers Node](../input/scene/render_layers.xhtml)
   (or the *Pick* output of the Cryptomatte node) to the *Image* input of the Viewer node.
4. At this point, the rendered scene (or the Cryptomatte) appears in the Compositor background.
   If it doesn’t, make sure the *Backdrop* option in the header is enabled.
5. Click the  button in the Cryptomatte node, then click the object you want to include
   in the mask. Repeat for any other objects.
6. Use the *Matte* output of the Cryptomatte node to retrieve a mask for the selected object(s).
   Alternatively, connect the *Image* output of the Render Layers node to the *Image* input
   of the Cryptomatte node, then use the *Image* output of the Cryptomatte node to retrieve
   a masked version of the render.
user: What is Separate and how is it used in Blender Python scripting?

assistant: # Separate

At some point, you will come to a time when you need to cut parts away from a mesh to be separate.

To separate an object, the vertices (or faces) must be selected and then separated,
though there are several different ways to do this.

[image reference removed]

Suzanne dissected neatly.

Selection
:   Separates the selected elements.

By Material
:   Separates fragments based on the materials assigned to the different faces.

By Loose Parts
:   Creates one object for every independent (disconnected) fragment of the original mesh.
user: Provide the full official documentation entry for Properties, preserving all code examples.

assistant: Operation
:   Intersect:
    :   Produce a new geometry containing only the volume inside of both geometry 1 and geometry 2.

    Union:
    :   The two input meshes are joined, then any interior elements are removed.

    Difference:
    :   Geometry 2 is subtracted from geometry 1 (everything outside of geometry 2 is kept).

Solver
:   Algorithm used to calculate the Boolean intersections.

    Float:
    :   Uses a mathematically simple solver which offers the good performance;
        however, this solver lacks support for overlapping geometry.

    Exact:
    :   Uses a mathematically complex solver which offers the best results
        when there are coplanar faces or other overlapping geometry;
        however, this solver is much slower.

    Manifold:
    :   Uses a solver that is usually fastest but only works on [Manifold](../../../../glossary/index.xhtml#term-Manifold) meshes,
        (plus the special case of Difference with a plane).
user: Describe Flip Faces Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Flip Faces Node

[image reference removed]

The *Flip Faces Node* reverses the order of the vertices and edges of each selected face.
The most common use of this node is to flip the normals of a face.
Any [face corner domain](../../attributes_reference.html#attribute-domains) attributes of selected faces are also reversed.

Though this node is usually used to affect normals, it is not called “Flip Normals” for an important reason.
The node does not actually interact with normals directly. Normals are defined by the
[right hand rule](https://en.wikipedia.org/wiki/Right-hand_rule#Curve_orientation_and_normal_vectors),
so if a face’s vertex list is reversed, then its normal will point in the opposite direction.
user: Explain Laptops in complete detail according to the official Blender documentation.

assistant: Laptops often have two GPUs for power saving purposes. One slower onboard GPU integrated into the main CPU (typically
Intel or AMD) that uses lower power, and one faster dedicated GPU for better performance (AMD or NVIDIA) that uses
more power.

For the best performance, the dedicated GPU should be used for Blender. Which GPU to use for which application can be
configured in your graphics driver or operating system settings.

If there is a graphics glitch or crash specific to the onboard GPU, then using the dedicated GPU can help avoid that.
Or vice versa, if the dedicated GPU causes issues, then using the onboard graphics can help.
user: Explain Uilist Operators in complete detail according to the official Blender documentation.

assistant: # Uilist Operators

bpy.ops.uilist.entry_add(*\**, *list_path=''*, *active_index_path=''*)
:   Add an entry to the list after the current active item

    Parameters:
    :   - **list_path** (*string**,* *(**optional**,* *never None**)*) – list_path
        - **active_index_path** (*string**,* *(**optional**,* *never None**)*) – active_index_path

    File:
    :   [startup/bl_ui/generic_ui_list.py:210](https://projects.blender.org/blender/blender/src/branch/main/scripts/startup/bl_ui/generic_ui_list.py#L210)

bpy.ops.uilist.entry_move(*\**, *list_path=''*, *active_index_path=''*, *direction='UP'*)
:   Move an entry in the list up or down

    Parameters:
    :   - **list_path** (*string**,* *(**optional**,* *never None**)*) – list_path
        - **active_index_path** (*string**,* *(**optional**,* *never None**)*) – active_index_path
        - **direction** (enum in [`'UP'`, `'DOWN'`], (optional)) –

          Direction

          - `UP`
            UP – UP.
          - `DOWN`
            DOWN – DOWN.

    File:
    :   [startup/bl_ui/generic_ui_list.py:238](https://projects.blender.org/blender/blender/src/branch/main/scripts/startup/bl_ui/generic_ui_list.py#L238)

bpy.ops.uilist.entry_remove(*\**, *list_path=''*, *active_index_path=''*)
:   Remove the selected entry from the list

    Parameters:
    :   - **list_path** (*string**,* *(**optional**,* *never None**)*) – list_path
        - **active_index_path** (*string**,* *(**optional**,* *never None**)*) – active_index_path

    File:
    :   [startup/bl_ui/generic_ui_list.py:193](https://projects.blender.org/blender/blender/src/branch/main/scripts/startup/bl_ui/generic_ui_list.py#L193)
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`ThemeStyle.panel_title`](bpy.types.ThemeStyle.html#bpy.types.ThemeStyle.panel_title "bpy.types.ThemeStyle.panel_title") - [`ThemeStyle.tooltip`](bpy.types.ThemeStyle.html#bpy.types.ThemeStyle.tooltip "bpy.types.ThemeStyle.tooltip") | - [`ThemeStyle.widget`](bpy.types.ThemeStyle.html#bpy.types.ThemeStyle.widget "bpy.types.ThemeStyle.widget") |
user: What is Bake Object Transform to Grease Pencil and how is it used in Blender Python scripting?

assistant: Applies all transform animation at Object level within a selected frame range to Grease Pencil object keyframes.

Start Frame, End Frame
:   Start/End frame for the baking process.

Step
:   Frame steps for the baking process.

Only Selected Keyframes
:   Convert only the selected keyframes.

Target Frame
:   Target destination frame for the baked animation.

Projection Type
:   Sets the projection type to use for the converted strokes.
user: How do I use Join Bundle Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Join Bundle Node

[image reference removed]

The *Join Bundle* node combines multiple bundles into a single output bundle.
Each connected input bundle is merged together, producing one bundle
that contains all items from the inputs.
user: Give a detailed overview of Mix Shader: syntax, arguments, return values, common patterns.

assistant: # Mix Shader

[image reference removed]

The *Mix* node is used to mix two shaders together. Mixing can be used for material layering,
where the *Factor* input may, for example, be connected to a *Blend Weight* node.
user: Show practical ways to work with Weighted Normal Modifier in a Blender add-on or script – include code.

assistant: # Weighted Normal Modifier

This modifier changes the [custom normals](../../meshes/structure.xhtml#modeling-meshes-normals-custom)
of a mesh, using various selectable methods.
This can be useful to make some faces appear very flat during shading, among other effects.
See [Normals](../../meshes/editing/mesh/normals.xhtml) for a description of normals and custom normals.
user: Describe TextureNodeAt(TextureNode) from the Blender manual or Python API, including usage steps and snippets.

assistant: # TextureNodeAt(TextureNode)

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

*class* bpy.types.TextureNodeAt(*TextureNode*)
:   *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: What is Vertices and how is it used in Blender Python scripting?

assistant: The most elementary part of a mesh is the vertex (vertices plural) which is a single point or position in 3D space.
Vertices are represented in the 3D Viewport in Edit Mode as small dots.
The vertices of an object are stored as an array of coordinates.
user: Describe Interpolation Utilities (mathutils.interpolate) from the Blender manual or Python API, including usage steps and snippets.

assistant: # Interpolation Utilities (mathutils.interpolate)

The Blender interpolate module.

mathutils.interpolate.poly_3d_calc(*veclist*, *pt*, */*)
:   Calculate barycentric weights for a point on a polygon.

    Parameters:
    :   - **veclist** (*Sequence**[**Sequence**[**float**]**]*) – Sequence of 3D positions.
        - **pt** – 2D or 3D position. :type pt: Sequence[float] :return: list of per-vector weights.

    Return type:
    :   list[float]
user: Give a detailed overview of Error Messages: syntax, arguments, return values, common patterns.

assistant: In case of problems, be sure to install the official graphics drivers from the GPU manufacturers website,
or through the package manager on Linux.
The graphics drivers provided by the computer manufacturer can sometimes be outdated or incomplete.

### Error: Out of memory

This usually means there is not enough memory to store the scene for use by the GPU.

### The NVIDIA OpenGL driver lost connection with the display driver

If a GPU is used for both display and rendering,
Windows has a limit on the time the GPU can do render computations.
If you have a particularly heavy scene, Cycles can take up too much GPU time.
Reducing Tile Size in the Performance panel may alleviate the issue,
but the only real solution is to use separate graphics cards for display and rendering.

Another solution can be to increase the time-out,
although this will make the user interface less responsive when rendering heavy scenes.
[Learn More Here](https://learn.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-recovery).

### Unsupported GNU version

On Linux, depending on your GCC version you might get this error.
See the [NVIDIA CUDA Installation Guide for Linux](https://docs.nvidia.com/cuda/archive/10.2/cuda-installation-guide-linux/index.html)
for a list of supported GCC versions. There are two possible solutions to this error:

Use an alternate compiler
:   If you have an older GCC installed that is compatible with the installed CUDA toolkit version,
    then you can use it instead of the default compiler.
    This is done by setting the `CYCLES_CUDA_EXTRA_CFLAGS` environment variable when starting Blender.

    Launch Blender from the command line as follows:

    ```
    CYCLES_CUDA_EXTRA_CFLAGS="-ccbin gcc-x.x" blender
    ```

    (Substitute the name or path of the compatible GCC compiler).

Remove compatibility checks
:   If the above is unsuccessful, delete the following line in
    `/usr/local/cuda/include/host_config.h`:

    ```
    #error -- unsupported GNU version! gcc x.x and up are not supported!
    ```

    This will allow Cycles to successfully compile the CUDA rendering kernel the first time it
    attempts to use your GPU for rendering. Once the kernel is built successfully, you can
    launch Blender as you normally would and the CUDA kernel will still be used for rendering.

### CUDA Error: Kernel compilation failed

This error may happen if you have a new NVIDIA graphics card that is not yet supported by
the Blender version and CUDA toolkit you have installed.
In this case Blender may try to dynamically build a kernel for your graphics card and fail.

In this case you can:

1. Check if the latest Blender version
   (official or [experimental builds](https://builder.blender.org/download/))
   supports your graphics card.
2. If you build Blender yourself, try to download and install a newer CUDA developer toolkit.

Normally users do not need to install the CUDA toolkit as Blender comes with precompiled kernels.
user: Show practical ways to work with Common Options in a Blender add-on or script – include code.

assistant: ### Settings

Enabled
:   Specifies whether the constraint is active during the simulation.

Disable Collisions
:   Allows constrained objects to pass through one another.

Breakable
:   Allows constraint to break during simulation. Disabled for the *Motor* constraint.
    This can be used to simulate destruction.

Threshold
:   Impulse strength that needs to be reached before the constraint breaks.

### Limits

By using limits you can constrain objects even more by specifying a translation/rotation range on/around
respectively one axis (see below for each one individually). To lock one axis, set both limits to 0.

### Objects

First
:   First object to be constrained.

Second
:   Second object to be constrained.

### Override Iterations

Allows making constraints stronger (more iterations) or weaker (less iterations)
than specified in the rigid body world.

Iterations
:   Number of constraint solver iterations made per simulation step for this constraint.
user: What is Irregular Track Setup and how is it used in Blender Python scripting?

assistant: It might not be possible to track a given feature over the whole duration of the shot.
The feature might be blurred or obscured; it might even move out of sight entirely,
due to deliberate camera movement.
In such a situation, we need *another tracked feature* to take on its role, and we need some *overlap time*
to get a smooth transition without visible jump.

[image reference removed]

Irregular Tracks.

The stabilizer is able to deal with gaps and partial coverage within the given tracks.
However, the basic assumption is that each track covers a single,
fixed reference point whenever there is any usable/enabled data.
Thus, you must not “reuse” a given track to follow several different points,
rather you should disable and thus end one track, when tracking this feature is no longer feasible.
You may include “gaps”, when a tracking point is temporarily disabled or unavailable,
but you should start a new track for each distinct new feature to be tracked.

Each track contributes to the overall result by the degree controlled through its *Stab Weight* parameter.
It is evaluated on a per-frame basis, which enables us to control the influence of a track by *animating* this
*Stab Weight*. You may imagine the overall working of the stabilizer as if each tracking point “drags” the image
through a flexible spring: When you turn down the *Stab Weight* of a tracking point,
you decrease the amount of “drag”
it creates. Sometimes the contribution of different tracks has to work partially counter each other.
This effect might be used to cancel out spurious movement, e.g. as caused by perspective.
But when, in such a situation, one of the involved tracks suddenly goes away,
a jump in image position or rotation might be the result. Thus, whenever we notice
a jump at the very frame where some partially covered track starts or ends, we need to soften the transition.
We do so by animating the *Stab Weight* gradually down, so that it reaches zero at the boundary point.
In a similar vein, when we plan a “handover” between several partially covered tracks, we define a *cross-fade* over
the duration where the tracks overlap, again by animating the *Stab Weight* parameters accordingly.
But even with such cross-fade smoothing, some residual movement might remain,
which then needs to be corrected with the *Expected Position*
or *Expected rotation* parameters. It is crucial to avoid “overshooting” movements in such a situation –
always strive at setting the animation keyframes onto precisely the same frame number
for all the tracks and parameters involved.
user: Explain MeshLoopTriangles(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # MeshLoopTriangles(bpy_struct)

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

*class* bpy.types.MeshLoopTriangles(*bpy_struct*)
:   Tessellation of mesh polygons into triangles

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

assistant: ### Join

Join two or more strokes into a single one.

Type
:   Join:
    :   `Ctrl`-`J`
        Join selected strokes by connecting points.

    Join and Copy:
    :   Join selected strokes by connecting points in a new stroke.

Leave Gaps
:   When enabled, do not use geometry to connect the strokes.

### Join and Copy

Same as [Join](#bpy-ops-grease-pencil-join-selection) but *Type* defaults to *Join and Copy*.
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Add/Remove
:   Adds/Removes an object or material from matte, by picking a color from the *Pick* output.

Matte ID
:   List of object and material crypto IDs to include in matte.
    This can be used for example to quickly clear all mattes by deleting the text
    or used to copy-and-paste crypto IDs from other software.
user: What is Inputs and how is it used in Blender Python scripting?

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: How do I use NodeSocketVectorFactor4D(NodeSocketStandard) in Blender? Include parameters, examples, warnings and best practices.

assistant: # NodeSocketVectorFactor4D(NodeSocketStandard)

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

*class* bpy.types.NodeSocketVectorFactor4D(*NodeSocketStandard*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   float array of 4 items in [0, 1], default (0.0, 0.0, 0.0, 0.0)

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

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Show practical ways to work with TextCharacterFormat(bpy_struct) in a Blender add-on or script – include code.

assistant: # TextCharacterFormat(bpy_struct)

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

*class* bpy.types.TextCharacterFormat(*bpy_struct*)
:   Text character formatting settings

    kerning
    :   Spacing between characters

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

    material_index
    :   Material slot index of this character

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

    use_bold
    :   Type:
        :   boolean, default False

    use_italic
    :   Type:
        :   boolean, default False

    use_small_caps
    :   Type:
        :   boolean, default False

    use_underline
    :   Type:
        :   boolean, default False

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: 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 “Scalable Vector Graphics (SVG)” and check the *Enable Add-on* checkbox.
user: Show practical ways to work with Use the Terminal in a Blender add-on or script – include code.

assistant: When writing Python scripts, it’s useful to have a terminal open,
this is not the built-in Python console but a terminal application which is used to start Blender.

The three main use cases for the terminal are:

- You can see the output of `print()` as your script runs, which is useful to view debug info.
- The error traceback is printed in full to the terminal which won’t always generate an report message in
  Blender’s user interface (depending on how the script is executed).
- If the script runs for too long or you accidentally enter an infinite loop,
  `Ctrl`-`C` in the terminal (`Ctrl`-`Break` on Windows) will quit the script early.
user: Explain ShapeKeyCurvePoint(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # ShapeKeyCurvePoint(bpy_struct)

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

*class* bpy.types.ShapeKeyCurvePoint(*bpy_struct*)
:   Point in a shape key for curves

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

    radius
    :   Radius for beveling

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

    tilt
    :   Tilt in 3D View

        Type:
        :   float in [-376.991, 376.991], 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: Provide the full official documentation entry for Outputs, preserving all code examples.

assistant: Closures define outputs that return values to the node tree in which they are evaluated.
Outputs can be created by dragging a socket from within the zone into the blank socket on the closure’s output, or by
adding sockets manually in the node’s properties.
user: Give a detailed overview of Crash on Startup: syntax, arguments, return values, common patterns.

assistant: Try running Blender from the [command line](../../../advanced/command_line/index.xhtml), to see if any helpful error messages
are printed.

On Windows, graphics drivers can sometimes get corrupted or incorrectly replaced by Windows Update. In this case, it
can help to uninstall all graphics drivers (there may be multiple sets installed from Intel, AMD and NVIDIA) and
perform a clean installation with drivers from the manufacturer’s website.
user: How do I use Options in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Limit Distance constraint.

[Target](../interface/common.xhtml#rigging-constraints-interface-common-target)
:   The object or bone to stay close to/keep away from.

Distance
:   The limit distance, i.e. the radius of the constraining sphere. It’s calculated
    automatically when selecting the first target.

    (Reset Distance)
    :   Set the *Distance* to the current distance between owner and target.

Clamp Region
:   How to constrain the owner relative to the spherical boundary:

    Inside:
    :   Keep the owner trapped within the sphere.

    Outside:
    :   Prevent the owner from entering the sphere.

    On Surface:
    :   Constrain the owner to the surface of the sphere.

Affect Transform
:   When the owner is manually moved around, restrict not just its
    [visual](../introduction.xhtml#constraint-visual-transform) position but also its
    *Location* in the [Properties Editor](../../../editors/properties_editor.xhtml)’s *Transform* panel.

[Target/Owner](../interface/common.xhtml#rigging-constraints-interface-common-space)
:   The spaces for retrieving the position of the target and for applying the constrained result to the owner.

[Influence](../interface/common.xhtml#bpy-types-constraint-influence)
:   How strongly the constraint affects the owner.
user: Provide the full official documentation entry for Recovering The Last Session, preserving all code examples.

assistant: The *Recover Last Session* will open the `quit.blend` file that is saved into the [Temporary Directory](../advanced/blender_directory_layout.xhtml#temp-dir) when you quit
Blender under normal operation (see [Blender Session](../glossary/index.xhtml#term-Blender-Session)). Note that files in your temporary directory may be
deleted when you reboot your computer (depending on your system configuration) or by scheduled disk cleanup tools or
scripts.
user: Explain UVWarpModifier(Modifier) in complete detail according to the official Blender documentation.

assistant: # UVWarpModifier(Modifier)

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

*class* bpy.types.UVWarpModifier(*Modifier*)
:   Add target position to UV coordinates

    axis_u
    :   Pole axis for rotation

        Type:
        :   enum in [Axis Xyz Items](bpy_types_enum_items/axis_xyz_items.html#rna-enum-axis-xyz-items), default `'X'`

    axis_v
    :   Pole axis for rotation

        Type:
        :   enum in [Axis Xyz Items](bpy_types_enum_items/axis_xyz_items.html#rna-enum-axis-xyz-items), default `'Y'`

    bone_from
    :   Bone defining offset

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

    bone_to
    :   Bone defining offset

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

    center
    :   Center point for rotate/scale

        Type:
        :   float array of 2 items in [-inf, inf], default (0.5, 0.5)

    invert_vertex_group
    :   Invert vertex group influence

        Type:
        :   boolean, default False

    object_from
    :   Object defining offset

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

    object_to
    :   Object defining offset

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

    offset
    :   2D Offset for the warp

        Type:
        :   float array of 2 items in [-inf, inf], default (0.0, 0.0)

    rotation
    :   2D Rotation for the warp

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

    scale
    :   2D Scale for the warp

        Type:
        :   float array of 2 items in [-inf, inf], default (1.0, 1.0)

    uv_layer
    :   UV map name

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

    vertex_group
    :   Vertex group name

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain Usage in complete detail according to the official Blender documentation.

assistant: ### Managing Inputs/Outputs

You can add, remove, and reorder input and output sockets in the *Group* panel in the Sidebar.
New sockets can also be created directly by dragging a link to or from the hollow socket
on the *Group Input* or *Group Output* node to another socket in the node editor.

### Reusing Node Groups

Existing node groups can be placed again after they’re initially defined, be it in the same
node tree or a different one. It’s also possible to import node groups from a different blend-file
using File ‣ Link/Append.
user: Provide the full official documentation entry for GeometryNodeDuplicateElements(GeometryNode), preserving all code examples.

assistant: # GeometryNodeDuplicateElements(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.GeometryNodeDuplicateElements(*GeometryNode*)
:   Generate an arbitrary number copies of each selected input element

    domain
    :   Which domain to duplicate

        Type:
        :   enum in [`'POINT'`, `'EDGE'`, `'FACE'`, `'SPLINE'`, `'LAYER'`, `'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: Show practical ways to work with Examples in a Blender add-on or script – include code.

assistant: [image reference removed]

The node can be used to make overflowing text boxes. Here, the text that does not fit into
the first node’s fixed-size text box is passed to a separate *String to Curves* node,
then scaled with a *Scale to Fit* node.
user: Give a detailed overview of Loading Factory Settings: syntax, arguments, return values, common patterns.

assistant: You can revert your customizations to Blender’s defaults:

Preferences
:   The [Preferences](../../editors/preferences/introduction.xhtml#prefs-menu) Load Factory Settings.

Startup File & Preferences
:   File ‣ Defaults ‣ Load Factory Settings.
user: Describe Options from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

Blur Visual Effect.

Mode
:   Grayscale
    :   Converts to a grayscale image.

    Sepia
    :   Converts to a sepia tone image.

    Duotone
    :   Converts to a posterize image with high contrast and brightness.

        Low Color
        :   Primary color.

        High Color
        :   Secondary color.

    Transparent
    :   Add color transparency.

    Custom
    :   Allows to define a tint custom color.

        Color
        :   Sets the tint color.

Factor
:   Control the mix value.
user: Explain Introduction in complete detail according to the official Blender documentation.

assistant: # Introduction

This chapter explains how to change Blender’s default configuration with the *Preferences* editor.

The Blender *Preferences* contains settings to control how Blender behaves.
At the left of the editor, the available options are grouped into sections.

[image reference removed]

Blender Preferences window.
user: Explain Using UV Maps in complete detail according to the official Blender documentation.

assistant: # Using UV Maps

Sooner or later, you may want to use an image texture on your model.
The UV Editor allows you to map textures directly to the mesh faces.
The 3D Viewport shows you the object being textured.
If you set the 3D Viewport into Textured viewport shading,
you will immediately see any changes made in the UV Editor, and vice versa.
This is because no real rendering is taking place; it is all just viewport shading.
If you were to apply an image to UVs then render, the texture would not show up by default.
So to render an image, you must:

- Create a Material for the object.
- Tell Blender to use the UV textures on faces when rendering.

To create a Material, you have to click *Add New* Material in the Shading context.

There are two ways to tell Blender to use the UV texture when rendering;
the quick way and the proper way.

The quick way is to use generated UV coordinates. Generated coordinates is used by
default by all [Texture nodes](../../../render/shader_nodes/textures/index.xhtml),
with the exception of Image textures that use UV coordinates by default.
To use generated coordinates for images as well use the *Generated* output of
the [Texture Coordinate node](../../../render/shader_nodes/input/texture_coordinate.xhtml).

The proper way is to use [UV Unwrapping](unwrapping/index.xhtml)
to manually generate UV coordinates. To use UV mapping,
use the [Texture Coordinate node](../../../render/shader_nodes/input/texture_coordinate.xhtml)
(UV output) or the [UV Map node](../../../render/shader_nodes/input/uv_map.xhtml)
and select the UV map to use, “UVMap” by default.

Full details of using Image textures are on
the [Image Textures](../../../render/materials/legacy_textures/types/image_movie.xhtml) page.
user: How do I use Use External Tools in Blender? Include parameters, examples, warnings and best practices.

assistant: When there are no readily available Python modules to perform specific tasks it’s
worth keeping in mind you may be able to have Python execute an external command
on your data and read the result back in.

Using external programs adds an extra dependency and may limit who can use the script
but to quickly setup your own custom pipeline or writing one-off scripts this can be handy.

Examples include:

- Run Gimp in batch mode to execute custom scripts for advanced image processing.
- Write out 3D models to use external mesh manipulation tools and read back in the results.
- Convert files into recognizable formats before reading.
user: Show practical ways to work with Grid in a Blender add-on or script – include code.

assistant: A regular grid composed of quadrilateral faces, useful as a base for landscapes, cloth, or organic surfaces.
You can increase the number of subdivisions to create a more detailed mesh suitable for sculpting or simulation.

X Subdivisions
:   Number of face spans along the X axis.

Y Subdivisions
:   Number of face spans along the Y axis.

Size
:   Sets the width and height of the plane (the full extent from edge to edge).
user: What is References and how is it used in Blender Python scripting?

assistant: |  |  |
| --- | --- |
| - [`Context.region_data`](bpy.types.Context.html#bpy.types.Context.region_data "bpy.types.Context.region_data") - [`SpaceView3D.region_3d`](bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.region_3d "bpy.types.SpaceView3D.region_3d") | - [`SpaceView3D.region_quadviews`](bpy.types.SpaceView3D.html#bpy.types.SpaceView3D.region_quadviews "bpy.types.SpaceView3D.region_quadviews") |
user: Explain A in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| - [**Action**](glossary/index.html#term-Action) - [**Action Safe**](glossary/index.html#term-Action-Safe) - [**Active**](glossary/index.html#term-Active) - [Add-ons](addons/index.html#index-0), [[1]](advanced/extensions/addons.html#index-1) - [Add-ons Extensions](advanced/extensions/addons.html#index-0) - [**Aliasing**](glossary/index.html#term-Aliasing) - [**Alpha Channel**](glossary/index.html#term-Alpha-Channel) - [**Ambient Light**](glossary/index.html#term-Ambient-Light) - [**Ambient Occlusion**](glossary/index.html#term-Ambient-Occlusion) | - [**Animation**](glossary/index.html#term-Animation) - [**Anti-Aliasing**](glossary/index.html#term-Anti-Aliasing) - [**Armature**](glossary/index.html#term-Armature) - [**Asset**](glossary/index.html#term-Asset) - [**Asset Catalog**](glossary/index.html#term-Asset-Catalog) - [**Asset Library**](glossary/index.html#term-Asset-Library) - [**Asset Metadata**](glossary/index.html#term-Asset-Metadata) - [**Attribute**](glossary/index.html#term-Attribute) - [**Axis**](glossary/index.html#term-Axis) - [**Axis Angle**](glossary/index.html#term-Axis-Angle) |
user: What is Collision and how is it used in Blender Python scripting?

assistant: # Collision

There are two different collision types that you may use:
collision between different objects and internal collision.
We should set one thing straight from the start –
the primary targets of the collision calculation are the vertices of a soft body.
So if you have too few vertices too few collision takes place.
Secondarily, you can use edges and faces to improve the collision calculation.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: ### Transform

Affect Only
:   Origins `Ctrl`-`Period`
    :   Directly transforms the object’s [origin](../origin.xhtml).
        This only works for objects with data which can be transformed;
        i.e. it will not work on object lights.

        When enabled, the object axes are displayed.

        Take care using this option since it transforms the object-data which may cause linked
        duplicates to be moved unintentionally.

    Locations
    :   Changes the position of the object’s origin relative to another point during transformation.
        In other words, the pivot point and the origin cannot share the same location.
        This will not affect the object local transforms, just its position in world space.

        In the examples below, a comparison of the scaling and rotation of objects,
        when *Location* is enabled (middle) and disabled (right).

        [image reference removed]

        Rotation example.

        [image reference removed]

        Scaling example.

    Parents
    :   Transforms [Parent Objects](../editing/parent.xhtml)
        while leaving their children objects unaffected.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`BlendData.paint_curves`](bpy.types.BlendData.html#bpy.types.BlendData.paint_curves "bpy.types.BlendData.paint_curves") | - [`Brush.paint_curve`](bpy.types.Brush.html#bpy.types.Brush.paint_curve "bpy.types.Brush.paint_curve") |
user: Give a detailed overview of CopyLocationConstraint(Constraint): syntax, arguments, return values, common patterns.

assistant: # CopyLocationConstraint(Constraint)

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

*class* bpy.types.CopyLocationConstraint(*Constraint*)
:   Copy the location of the target

    head_tail
    :   Target along length of bone: Head is 0, Tail is 1

        Type:
        :   float in [0, 1], default 0.0

    invert_x
    :   Invert the X location

        Type:
        :   boolean, default False

    invert_y
    :   Invert the Y location

        Type:
        :   boolean, default False

    invert_z
    :   Invert the Z location

        Type:
        :   boolean, default False

    subtarget
    :   Armature bone, mesh or lattice vertex group, …

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

    target
    :   Target object

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

    use_bbone_shape
    :   Follow shape of B-Bone segments when calculating Head/Tail position

        Type:
        :   boolean, default False

    use_offset
    :   Add original location into copied location

        Type:
        :   boolean, default False

    use_x
    :   Copy the target’s X location

        Type:
        :   boolean, default False

    use_y
    :   Copy the target’s Y location

        Type:
        :   boolean, default False

    use_z
    :   Copy the target’s Z location

        Type:
        :   boolean, default False

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain Array Modifier in complete detail according to the official Blender documentation.

assistant: # Array Modifier

The *Array* modifier creates multiple copies of an input geometry and arranges them in
a linear, circular, or custom pattern. It offers flexible options for count, spacing,
and randomization, allowing for both precise and organic duplication of geometry.