PGCRYPT/OpenBlender_Train huggingface dataset:
user: What is Select Next/Previous Active and how is it used in Blender Python scripting?

assistant: Next Active
:   This uses selection history to select the next vertex, edge, or face based on the surrounding topology.
    Which means that, it will derive the next selection from the previous two selections.

|  |  |  |
| --- | --- | --- |
| <../../../_images/modeling_meshes_selecting_more-less_select-active-1.png>   Initial selection. | <../../../_images/modeling_meshes_selecting_more-less_select-active-2.png>   Using Next Active once. | <../../../_images/modeling_meshes_selecting_more-less_select-active-3.png>   Using Next Active twice. |

Previous Active
:   Only the last selected element will be removed.
user: Explain Dyntopo in complete detail according to the official Blender documentation.

assistant: # Dyntopo

Dynamic Topology (aka Dyntopo) can be toggled with the checkbox.
With dynamic topology active, most brushes will subdivide the mesh during the stroke.

For a general explanation of dynamic topology, visit
the [Introduction](../introduction/adaptive.xhtml).

Detail Size/Percentage, Resolution `R`
:   Each Detail Type’s detail is set here. Depending on the Detail Type being used
    this property will rather show as a pixel count (px), or percentage.

    `R` allows you to interactively set the detail, with a preview of the detail’s density in the 3D Viewport.

    Sample Detail Size
    :   When using *Constant Detail*, it is possible to sample the detail value of a certain mesh area
        by clicking the pipette icon next to the detail setting and then clicking on the area.

Refine Method
:   Setting the option will determine which of the methods will be used when altering the topology.

    Subdivide Edges:
    :   Just like the Subdivide tool, this method will only subdivide topology
        to match the detail given.

    Collapse Edges:
    :   When topology is too dense, and is smaller than the detail given, edges will
        be collapsed to fit the detail size appropriately.

    Subdivide Collapse:
    :   This method combines the two methods, subdividing edges smaller than
        the detail size, and collapsing topology.

Detailing
:   Dyntopo uses the following different detail methods to create dynamic detail on an object.

    Relative Detail:
    :   This method uses a detail size based on the number of pixels, and in turn
        will create topology in that size. Zoom out big details, zoom in small fine details.

    Constant Detail:
    :   To keep detail uniform across the entire object, Constant Detail can be used.
        The detail is a divisor of a Blender unit - higher values mean finer details.

    Brush Detail:
    :   Giving more control over the topology, with this method you can create topology
        based on the brush size. You can increase and lower topology by resizing the brush itself.
        The detail size is based the size of the brush itself,
        where full detail will create topology the size of the brush radius itself.

    Manual Detail:
    :   Similar to constant detail, this value sets a percentage value uniform across the object, but only
        applies detailing changes when using Flood Fill.

Detail Flood Fill `Ctrl`-`R`
:   When using *Constant* or *Manual* *Detailing*, this option is made available,
    allowing you to fill the entire object with a uniform detail, based on the resolution.
user: What is Options and how is it used in Blender Python scripting?

assistant: [image reference removed]

The Length modifier.

Mode
:   Absolute:
    :   Length is in geometry space.

    Relative:
    :   Length is in ratio to the stroke’s length.

Start
:   Added length to the start of the stroke. Negative value will shrink the stroke.

End
:   Added length to the end of the stroke. Negative value will shrink the stroke.

Used Length
:   Define what portion of the stroke is used to calculate the direction of the extension.

### Curvature

When enabled, the extension will follow the curvature of the stroke.

Point Density
:   Multiplied by Start/End for the total point count.

Segment Influence
:   Factor to determine how much the length of the individual segments
    should influence the final computed curvature. Higher factors makes
    small segments influence the overall curvature less.

Filter Angle
:   Ignore points on the stroke that deviate from their neighbors by more
    than this angle when determining the extrapolation shape.

Invert
:   Invert the curvature of the stroke’s extension.

### Random Offsets

Random Offset Start/End
:   Size of random length added to the start/end of each stroke.

Random Noise Offset
:   Smoothly offset each stroke’s random value.

Seed
:   Number used to generate different noise patterns.

#### Randomize

Re-randomizes values over time.

Step
:   Number of frames before recalculate random values again.

### Influence Filters

See [Influence Filters](../introduction.xhtml#grease-pencil-modifier-influence-filters).
user: How do I use Warning Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Warning Node

[image reference removed]

Outputs a custom message that can be referenced in the
[Warnings](../../modifiers/geometry_nodes.html#modifiers-geometry-nodes-warnings) panel of the Geometry Nodes Modifier.

This allows node groups to communicate expectations about input values.

By default, warnings are propagated through all parent node groups.
However, this can be controlled using the [Warning Propagation](../../../interface/controls/nodes/node_editors.html#bpy-types-node-warning-propagation) setting on each node.
user: Show practical ways to work with Override Hierarchies in a Blender add-on or script – include code.

assistant: Hierarchy is a very important concept to understand when working with library overrides.
In Blender, a real-life asset (a character, a prop, a set, etc.) is almost never made of a
single data-block, but is rather a group of data-blocks with dependency relationships to each-other.
E.g. a character will typically have an armature object, several geometry objects,
rig-controllers objects, the object data for all of these objects, materials, textures, etc.

These relationships can be represented as a tree, with a root data-block ‘linking-in’ all its
dependencies, recursively. With library overrides, typically, the root of the hierarchy is also
the data-block that is directly linked when importing the asset (usually a collection).

This concept of hierarchy can also be seen as some sort of super meta-data-block. It is critical
when there are several overrides of the same linked data, since it allows to clearly identify a given
data-block to one override, leaving no ambiguity to processes that affect the whole hierarchy
(e.g. resyncing overrides with their linked data). It also allows to share relationships between
data-blocks of different hierarchies, like a parenting relationships between two different overrides
of a same character.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

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

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

W
:   Texture coordinate to evaluate the noise at.

Scale
:   Scale of the base noise octave.

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

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

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

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

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

Distortion
:   Amount of distortion.
user: Provide the full official documentation entry for Bone IK Panel, preserving all code examples.

assistant: This panel is used to control how the *Pose Bones* work in the IK chain.

[image reference removed]

The bone IK panel.

IK Stretch
:   Stretch influence to IK target.

Lock
:   Disallow movement around the axis.

Stiffness
:   Stiffness around the axis. Influence disabled if using *Lock*.

Limit
:   Limit movement around the axis.

### iTaSC Solver

If the [iTaSC IK Solver](#rigging-armatures-posing-bone-constraints-ik-model-itasc)
is used, the bone IK panel changes to add these additional parameters.

Control Rotation
:   Activates a joint rotation constraint on that bone.
    The pose rotation computed from Action or UI interaction will be converted
    into a joint value and passed to the solver as target for the joint.
    This will give you control over the joint while the solver still tracks the other IK targets.
    You can use this feature to give a preferred pose for joints (e.g. rest pose)
    or to animate a joint angle by playing an action on it.

    Weight
    :   The importance of the joint rotation constraint based on the constraints weight
        in case all constraints cannot be achieved at the same time.
        For example, if you want to enforce strongly the joint rotation,
        set a high weight on the joint rotation constraint and a low weight on the IK constraints.
user: Describe Selecting Bones from the Blender manual or Python API, including usage steps and snippets.

assistant: # Selecting Bones

Selection in *Pose Mode* is very similar to the one in [Edit Mode](../bones/selecting.xhtml),
with a few deviations:
You can only select *whole bones* in *Pose Mode*, not roots/tips…
user: How do I use Editor Layout in Blender? Include parameters, examples, warnings and best practices.

assistant: The Video Sequencer is composed of multiple regions.
They are described in more detail in the next sections.
Figure 1 shows the combined *Sequencer & Preview* view type:

[image reference removed]

Figure 1: The Video Sequencer Editor shown in the Sequencer & Preview view type.

Header
:   Contains menus and buttons for interacting with the editor.
    The header changes slightly depending on the selected view type (see below).

Footer
:   Contains menus and buttons for interacting with animation playback.

Preview
:   Shows the output of the Sequencer at the time of the Playhead.

Sequencer
:   Shows a timeline for managing the montage of strips.

Sidebar
:   Shows the properties of the active strip.
    It’s divided into panels and tabs. Toggle on or off with `N`.

Toolbar
:   Shows a list of tools. Toggle on or off with `T`.
user: Show practical ways to work with Diffusion in a Blender add-on or script – include code.

assistant: # Diffusion

Liquid diffusion defines the physical properties of a liquid
and in turn define how a liquid interacts with its environment.
The main factors of diffusion are the *Viscosity* and *Surface Tension*.
These properties can be adjusted to create virtual liquids that behave like water,
oil, honey, or any other liquid. A couple presets exist to change the diffusion
for different substances are predefined and can be changed in the preset menu.
Fluid Diffusion settings can be enabled/disabled in the panel header.

Viscosity

The viscosity refers to the “thickness” of the fluid and actually the force needed to
move an object of a certain surface area through it at a certain speed.

For manual entry, please note that real-world viscosity
(the so-called dynamic viscosity) is normally measured in Pascal-seconds (\(Pa\cdot s\)),
or in Poise units (P, equal to 0.1 \(Pa\cdot s\)), and commonly centiPoise units (cP, equal to 0.001 \(Pa\cdot s\)).

Blender, on the other hand, uses the kinematic viscosity which is the dynamic viscosity divided by
the density, \(\frac{Pa\cdot s}{kg/m^{3}}\), which is \(m^{2}/s\). So for example, the viscosity
of water at room temperature is 1.002 cP, or 0.001002 \(Pa\cdot s\); the density of water is about
1000 \(kg/m^{3}\), which gives a kinematic viscosity of 0.000001002 \(m^{2}/s\) – so the entry would be
1.002 times 10 to the minus six (1.002×10-6 in scientific notation).

The table below gives some examples of fluids together with their dynamic and kinematic viscosities.

Blender viscosity unit conversion.

| Fluid | Dynamic viscosity (in cP) | Kinematic viscosity (Blender, in \(m^{2}/s\)) |
| --- | --- | --- |
| Water (20 °C) | 1.002×100 (1.002) | 1.002×10-6 (0.000001002) |
| Oil SAE 50 | 5.0×102 (500) | 5.0×10-5 (0.00005) |
| Honey (20 °C) | 1.0×104 (10,000) | 2.0×10-3 (0.002) |
| Chocolate Syrup | 3.0×104 (30,000) | 3.0×10-3 (0.003) |
| Ketchup | 1.0×105 (100,000) | 1.0×10-1 (0.1) |
| Melting Glass | 1.0×1015 | 1.0×100 (1.0) |

To simplify the input of these numbers, the viscosity is changed by entering values
in scientific notation by entering a base value and the exponent of that number.

Base
:   The base of the viscosity value (e.g. 1.002 in the case of water (20 °C)).

Exponent
:   The exponent of the viscosity value that will be multiplied by 10-1
    (e.g. 6 in the case of water (20 °C)).

Surface Tension
:   Surface tension in grid units. Higher value will produce liquids with greater surface tension.
user: Describe skin.glue from the Blender manual or Python API, including usage steps and snippets.

assistant: This rig is in concept similar to [skin.anchor](#skin-anchor), but instead of overriding controls,
it is used to read or adjust the state of controls generated by other rigs.
The head of the bone must overlap a control of another skin rig.

The rig sets up its ORG bone to read the state of the control,
while moving all constraints that were originally on the bone to the control.

Glue Mode
:   Specifies how the ORG bone is connected to the skin control.

    Child Of Control
    :   Makes the ORG bone a child of the control bone.

    Mirror Of Control
    :   Makes the ORG bone a sibling of the control with a Copy Transforms constraint from the control.
        The resulting local space transformation is the same as control’s local space.

    Mirror With Parents
    :   Parents the ORG bone to the parent automation a control owned by
        the glue rig would have had, while making it follow the actual control.
        This includes both direct and parent-induced motion of the control into
        the local space transformation of the bone.

    Deformation Bridge
    :   Other than adding glue constraints to the control, the rig acts as a one segment basic deform chain.
        This is convenient when a pair of controls need to be bridged both with glue and a deform bone.

Relink Constraints
:   Operates the same as in [basic.raw_copy](basic.html#rigify-rigs-basic-raw-copy),
    except all constraints are moved from ORG to the control bone.

Use Tail Target
:   Relinks `TARGET` or any constraints with an empty target bone and no relink specification
    to reference the control located at the tail of the glue bone.

Target Local With Parents
:   Switches the tail target to operate similarly to *Mirror With Parents*.

Add Constraint
:   Allows to add a typical glue constraints with specific *Influence*, as if it were at
    the start of the ORG bone constraint stack.
user: Provide the full official documentation entry for GreasePencilTimeModifierSegment(bpy_struct), preserving all code examples.

assistant: # GreasePencilTimeModifierSegment(bpy_struct)

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

*class* bpy.types.GreasePencilTimeModifierSegment(*bpy_struct*)
:   Configuration for a single dash segment

    name
    :   Name of the dash segment

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

    segment_end
    :   Last frame of the segment

        Type:
        :   int in [0, 32767], default 2

    segment_mode
    :   - `NORMAL`
          Regular – Apply offset in usual animation direction.
        - `REVERSE`
          Reverse – Apply offset in reverse animation direction.
        - `PINGPONG`
          Ping Pong – Loop back and forth.

        Type:
        :   enum in [`'NORMAL'`, `'REVERSE'`, `'PINGPONG'`], default `'NORMAL'`

    segment_repeat
    :   Number of cycle repeats

        Type:
        :   int in [1, 32767], default 1

    segment_start
    :   First frame of the segment

        Type:
        :   int in [0, 32767], default 1

    *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 Commit Guidelines, preserving all code examples.

assistant: # Commit Guidelines

Access to directly submit changes is limited to people with commit access to the repository. Once you are provided
with commit access you can start committing directly instead of creating a patch file.

You can make commits from your Git client or using the Git command line tool. The following command will create a
commit and send it to the central repository:

```
git commit -m "This is what I did"
git push
```

If you leave out `-m "message"`, you will be prompted to type the message in a text editor.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`Armature.collections`](bpy.types.Armature.html#bpy.types.Armature.collections "bpy.types.Armature.collections") - [`Armature.collections_all`](bpy.types.Armature.html#bpy.types.Armature.collections_all "bpy.types.Armature.collections_all") - [`Bone.collections`](bpy.types.Bone.html#bpy.types.Bone.collections "bpy.types.Bone.collections") - [`BoneCollection.children`](#bpy.types.BoneCollection.children "bpy.types.BoneCollection.children") - [`BoneCollection.parent`](#bpy.types.BoneCollection.parent "bpy.types.BoneCollection.parent") | - [`BoneCollections.active`](bpy.types.BoneCollections.html#bpy.types.BoneCollections.active "bpy.types.BoneCollections.active") - [`BoneCollections.new`](bpy.types.BoneCollections.html#bpy.types.BoneCollections.new "bpy.types.BoneCollections.new") - [`BoneCollections.new`](bpy.types.BoneCollections.html#bpy.types.BoneCollections.new "bpy.types.BoneCollections.new") - [`BoneCollections.remove`](bpy.types.BoneCollections.html#bpy.types.BoneCollections.remove "bpy.types.BoneCollections.remove") - [`EditBone.collections`](bpy.types.EditBone.html#bpy.types.EditBone.collections "bpy.types.EditBone.collections") |
user: Describe Glare Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Glare Node

[image reference removed]

The *Glare Node* enhances bright areas of an image by adding effects such as lens flares, bloom, and fog glow.
It simulates the way light interacts with lenses, creating realistic or artistic highlights and reflections.
user: Explain Main Region in complete detail according to the official Blender documentation.

assistant: The main region displays the attribute data in a spreadsheet format.
Each column corresponds to an attribute or data property,
and each row represents an element such as a vertex, face, spline, or instance.

Column names and row indices remain visible while scrolling both vertically and horizontally.

- Columns can be resized by clicking and dragging the vertical line between columns.
- Double clicking the vertical line automatically sizes the column to fit the content.
- Columns can be reordered by clicking and dragging the column header.
user: Show practical ways to work with Introduction in a Blender add-on or script – include code.

assistant: # Introduction

Soft body simulation is used for simulating soft deformable objects.
It was designed primarily for adding secondary motion to animation,
like jiggle for body parts of a moving character.

It also works for simulating more general soft objects that bend, deform and
react to forces like gravity and wind, or collide with other objects.

While it can simulate cloth and other stiff types of deformable objects to
an extent, the [Cloth Simulation](../cloth/index.xhtml) can do it better
with a solver specifically designed for this purpose.

The simulation works by combining existing animation on the object with forces
acting on it. There are exterior forces like gravity or force fields and
interior forces that hold the vertices together.
This way you can simulate the shapes that an object would take on in reality if it had volume,
was filled with something, and was acted on by real forces.

Soft bodies can interact with other objects through *Collision*.
They can interact with themselves through *Self-Collision*.

The result of the soft body simulation can be converted to a static object.
You can also *bake edit* the simulation, i.e.
edit intermediate results and run the simulation from there.
user: Give a detailed overview of Select More/Less: syntax, arguments, return values, common patterns.

assistant: Parent `[`, Child `]`
:   You can deselect the active bone and select its immediate parent or one of its children.

Extend Parent `Shift`-`[`, Extend Child `Shift`-`]`
:   Similar to *Parent*/*Child* but it keeps the active bone in the selection.
user: Show practical ways to work with Examples in a Blender add-on or script – include code.

assistant: [image reference removed]

Equidistant objects being pushed together.

[image reference removed]

Random objects being pushed together.

[image reference removed]

Push (middle) vertices around the 3D cursor compared to Scale (right).
user: Explain Internal Data & Their Python Objects in complete detail according to the official Blender documentation.

assistant: # Internal Data & Their Python Objects

The Python objects wrapping Blender internal data have some limitations and constraints,
compared to ‘pure Python’ data. The most common things to keep in mind are documented here.
user: Give a detailed overview of GeometryNodePointsToCurves(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodePointsToCurves(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.GeometryNodePointsToCurves(*GeometryNode*)
:   Split all points to curve by its group ID and reorder by weight

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

assistant: # Tool System

Tools are accessed from the [Toolbar](#ui-region-toolbar).

This is a general introduction to tools. Individual tools have their own documentation.

There can only be one active tool per [Workspace](window_system/workspaces.html)
and [mode](../editors/3dview/modes.html).
This tool is remembered: if you’re in Edit Mode and have the Extrude tool selected,
then switch to Object Mode (which has no Extrude tool) and back to Edit Mode,
the Extrude tool will still be active.

Most tools are controlled using just `LMB`, though some also have modifier keys
(shown in the [Status Bar](window_system/status_bar.html) while using the tool).
This can all be customized in the [Keymap Preferences](../editors/preferences/keymap.html).

Some tools define gizmos (*Shear* and *Spin* for example) to help control them.
user: Give a detailed overview of Install from Snap: syntax, arguments, return values, common patterns.

assistant: [Snap](https://snapcraft.io/) is a universal package manager designed to work across a range of distributions.
Assuming snap is already installed, Blender can be installed through snap with:

```
snap install blender --classic
```

Installing from this method has a benefit that updates to Blender are automatically installed.
Blender from Snap should have a more consistent distribution than individual package managers.
user: Explain Outputs in complete detail according to the official Blender documentation.

assistant: Bundle
:   The resulting bundle that contains all items from the input bundles.

    Use the [Separate Bundle Node](separate_bundle.xhtml) to access individual items from the combined bundle if needed.
user: Give a detailed overview of ObjectBase(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # ObjectBase(bpy_struct)

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

*class* bpy.types.ObjectBase(*bpy_struct*)
:   An object instance in a View Layer (currently never exposed in Python API)

    hide_viewport
    :   Temporarily hide in viewport

        Type:
        :   boolean, default False

    object
    :   Object this base links to

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

    select
    :   Object base selection state

        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 LaplacianSmoothModifier(Modifier) in Blender? Include parameters, examples, warnings and best practices.

assistant: # LaplacianSmoothModifier(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.LaplacianSmoothModifier(*Modifier*)
:   Smoothing effect modifier

    invert_vertex_group
    :   Invert vertex group influence

        Type:
        :   boolean, default False

    iterations
    :   Type:
        :   int in [0, 32767], default 1

    lambda_border
    :   Lambda factor in border

        Type:
        :   float in [-inf, inf], default 0.01

    lambda_factor
    :   Smooth effect factor

        Type:
        :   float in [-inf, inf], default 0.01

    use_normalized
    :   Improve and stabilize the enhanced shape

        Type:
        :   boolean, default True

    use_volume_preserve
    :   Apply volume preservation after smooth

        Type:
        :   boolean, default True

    use_x
    :   Smooth object along X axis

        Type:
        :   boolean, default True

    use_y
    :   Smooth object along Y axis

        Type:
        :   boolean, default True

    use_z
    :   Smooth object along Z axis

        Type:
        :   boolean, default True

    vertex_group
    :   Name of Vertex Group which determines influence of modifier per point

        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: What is Show & Hide and how is it used in Blender Python scripting?

assistant: Some very common hotkey operators to control the visibility based on face sets.
These are not part of any menu and have to be used via the shortcuts.
More visibility operators can be found in the [Face Sets Menu](face_sets.xhtml)
and the Pie Menu shortcut `Alt`-`W`. (Since visibility is often toggled via face sets.)

Box Hide
:   Draw a box to hide faces of a mesh.

Box Show
:   Draw a box to reveal hidden faces.
    This works similar to the [Box Select](../../../interface/selecting.xhtml#tool-select-box) tool.

Toggle Visibility `Shift`-`H`
:   Hide all face sets except the active one (under the cursor).
    If face sets are already hidden, then this operator will show everything.

Hide Active Face Set `H`
:   Hide the face set under the cursor. Press `Shift`-`H` afterwards to show everything.

Show All `W`, `Alt`-`H`
:   Reveal all hidden geometry.

Invert Visible
:   Hides all visible geometry and makes all hidden geometry visible.

Hide Masked
:   Hides all masked vertices.

Grow/Shrink Visibility `PageUp`, `PageDown`
:   Grows or shrinks the visible area of the mesh along its surface.
user: Explain Update Example in complete detail according to the official Blender documentation.

assistant: It can be useful to perform an action when a property is changed and can be
used to update other properties or synchronize with external data.

All properties define update functions except for CollectionProperty.

```
import bpy

def update_func(self, context):
    print("my test function", self)

bpy.types.Scene.testprop = bpy.props.FloatProperty(update=update_func)

bpy.context.scene.testprop = 11.0

# >>> my test function <bpy_struct, Scene("Scene")>
```
user: Provide the full official documentation entry for FModifierLimits(FModifier), preserving all code examples.

assistant: # FModifierLimits(FModifier)

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

*class* bpy.types.FModifierLimits(*FModifier*)
:   Limit the time/value ranges of the modified F-Curve

    max_x
    :   Highest X value to allow

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

    max_y
    :   Highest Y value to allow

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

    min_x
    :   Lowest X value to allow

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

    min_y
    :   Lowest Y value to allow

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

    use_max_x
    :   Use the maximum X value

        Type:
        :   boolean, default False

    use_max_y
    :   Use the maximum Y value

        Type:
        :   boolean, default False

    use_min_x
    :   Use the minimum X value

        Type:
        :   boolean, default False

    use_min_y
    :   Use the minimum Y value

        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: Give a detailed overview of Quick Effects: syntax, arguments, return values, common patterns.

assistant: Sets up a basic simulation scene or effect including the selected objects.
The tool will add essential objects like domains or particle systems both with predefined settings,
so that there will be instant viewable result.

### Quick Fur

Adds a fur setup to the selected objects.
The fur setup is based on [Geometry Nodes](../modeling/geometry_nodes/index.xhtml) and built with
[Hair Node Groups](../modeling/geometry_nodes/hair/index.xhtml) that come with Blender as bundled assets.

Density
:   Surface density of generated hair curves.

Length
:   Length of the generated hair curves.

Hair Radius
:   The width of the hair, used for rendering engines.

View Percentage
:   Factor applied on the density for the viewport.

Apply Hair Curves
:   Applies the modifier that uses the [Generate Hair Curves](../modeling/geometry_nodes/hair/generation/generate_hair_curves.xhtml) node group.

Noise
:   Deforms hair curves using a noise texture.
    See the [Hair Curves Noise](../modeling/geometry_nodes/hair/deformation/hair_curves_noise.xhtml) node group for more information.

Frizz
:   Deforms hair curves using a random vector per point to frizz them.
    See the [Frizz Hair Curves](../modeling/geometry_nodes/hair/deformation/frizz_hair_curves.xhtml) node group for more information.
user: Provide the full official documentation entry for Assign parameters to functions, preserving all code examples.

assistant: ```
import bpy
import functools

def print_message(message):
    print("Message:", message)

bpy.app.timers.register(functools.partial(print_message, "Hello"), first_interval=2.0)
bpy.app.timers.register(functools.partial(print_message, "World"), first_interval=3.0)
```

bpy.app.timers.is_registered(*function*)
:   Check if this function is registered as a timer.

    Parameters:
    :   **function** (*Callable**[**[**]**,* *float* *|* *None**]*) – Function to check.

    Returns:
    :   True when this function is registered, otherwise False.

    Return type:
    :   bool

bpy.app.timers.register(*function*, *\**, *first_interval=0*, *persistent=False*)
:   Add a new function that will be called after the specified amount of seconds.
    The function gets no arguments and is expected to return either None or a float.
    If `None` is returned, the timer will be unregistered.
    A returned number specifies the delay until the function is called again.
    `functools.partial` can be used to assign some parameters.

    Parameters:
    :   - **function** (*Callable**[**[**]**,* *float* *|* *None**]*) – The function that should called.
        - **first_interval** (*float*) – Seconds until the callback should be called the first time.
        - **persistent** (*bool*) – Don’t remove timer when a new file is loaded.

bpy.app.timers.unregister(*function*)
:   Unregister timer.

    Parameters:
    :   **function** (*Callable**[**[**]**,* *float* *|* *None**]*) – Function to unregister.
user: Explain Extrude to Cursor in complete detail according to the official Blender documentation.

assistant: # Extrude to Cursor

Interactively places new vertices with `Ctrl`-`RMB` at the mouse cursor position.

The most basic element, a vertex, can be added with a `Ctrl`-`RMB` click
when no other vertices are selected.
Because the camera space (computer screen) is two-dimensional,
Blender cannot determine all three vertex coordinates from a single mouse click,
so the new vertex is placed at the depth of the 3D cursor.

To create interconnected vertices, you can add a vertex and continuously make subsequent `Ctrl`-`RMB`
operations with the last vertex selected.
This will link the last selected vertex with the vertex created at the mouse position with an edge
(see Fig. [Adding vertices one by one.](#fig-mesh-basics-add-one-tool)),
and will continuously create and connect new vertices if you continue repeating this operation.

[image reference removed]

Adding vertices one by one.
user: Give a detailed overview of Manual Storage: syntax, arguments, return values, common patterns.

assistant: It is also possible to manually manage brushes in blend-files like any other asset data-block. By
marking brushes as assets and saving the file in an asset library, they become available from any
Blender session. This gives full control over how assets are stored, and is particularly useful for
curating asset libraries that can be shared with others.

[image reference removed]

The *Mark as Asset* operator used on a brush in the Outliner.

Brushes can be imported as normal data-blocks from other files (including from .asset.blend files
from an asset library) through [appending](../../files/linked_libraries/link_append.xhtml#bpy-ops-wm-append). In the
[Blender File](../../editors/outliner/interface.xhtml#outliner-blender-file-mode) mode of the Outliner, the brush will be listed
under *Brushes*. Right-click the brush and select *Mark as Asset*. By saving the file inside of
an asset library directory, the asset becomes available from all Blender sessions. If necessary,
configure an asset library directory in the Preferences.
user: Provide the full official documentation entry for Introduction, preserving all code examples.

assistant: # Introduction

Rendering is the process of turning a 3D scene into a 2D image.
Blender includes three render engines with different strengths:

- [EEVEE](eevee/index.html) is a physically based realtime renderer.
- [Cycles](cycles/index.html) is a physically based path tracer.
- [Workbench](workbench/index.html) is designed for layout, modeling and previews.

More renderers from third-party developers are available as
[add-ons](../editors/preferences/extensions.html).
Each renderer has its own render settings to control render quality and performance.

What the render looks like is defined by [cameras](cameras.html),
[lights](lights/index.html) and [materials](materials/index.html).
These are shared between EEVEE and Cycles, however some features are only supported in one or the other.

Renders can be split up into [layers and passes](layers/index.html), which can then
be [composited](../compositing/index.html) together for creative control, or to combine
with real footage. [Freestyle](freestyle/index.html) can be used to
add non-photorealistic line rendering.

Blender supports interactive 3D viewport rendering for all render engines, for quick iteration
on lighting and shading. Once this is done, the final quality image or animation can
be rendered and [output](output/index.html).
user: How do I use Example in Blender? Include parameters, examples, warnings and best practices.

assistant: The *speed vector* in this example was created by animating the patterned sphere horizontally and
using a frame at the mid-point of the sequence.

|  |  |
| --- | --- |
| <../../../../_images/compositing_types_filter_vector-blur_example-base.jpg>   Render result, no post-processing. | <../../../../_images/compositing_types_filter_vector-blur_example-1.jpg>   Composite, with Samples set to 32 and Blur set to 1.0. |
user: Give a detailed overview of Options: syntax, arguments, return values, common patterns.

assistant: As the modifier is only a container its actual options are configured in the *Physics Properties* tab.
See the [Dynamic Paint Physics Properties](../../../physics/dynamic_paint/index.xhtml) for more information.
user: What is Selection Modes and how is it used in Blender Python scripting?

assistant: Selection modes limits selection operators to certain curve domains.
This feature is makes it easy to select whole segments at once, or to give more granular control over editing.

Control Points:
:   Allows selection of individual control points.

Curve:
:   Limits selection to whole curve segments.
user: What is Drivers and how is it used in Blender Python scripting?

assistant: 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.

# Drivers

Upgrading to the latest graphics drivers often solves problems. Newer drivers have bug fixes that help Blender
function correctly.
user: Give a detailed overview of GeometryNodeEdgesOfVertex(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodeEdgesOfVertex(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.GeometryNodeEdgesOfVertex(*GeometryNode*)
:   Retrieve the edges connected to each vertex

    *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 References and how is it used in Blender Python scripting?

assistant: |  |  |
| --- | --- |
| - [`Context.area`](bpy.types.Context.html#bpy.types.Context.area "bpy.types.Context.area") | - [`Screen.areas`](bpy.types.Screen.html#bpy.types.Screen.areas "bpy.types.Screen.areas") |
user: Show practical ways to work with Bpy.Types.Unifiedpaintsettings in a Blender add-on or script – include code.

assistant: unified_size UnifiedPaintSettings.use_unified_strength UnifiedPaintSettings.use_unified_weight UnifiedPaintSettings.value_jitter UnifiedPaintSettings.weight UnifiedPaintSettings.bl_rna_get_subclass() UnifiedPaintSettings.bl_rna_get_subclass_py() Inherited Properties Inherited Functions References
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`MovieTrackingMarkers.find_frame`](bpy.types.MovieTrackingMarkers.html#bpy.types.MovieTrackingMarkers.find_frame "bpy.types.MovieTrackingMarkers.find_frame") - [`MovieTrackingMarkers.insert_frame`](bpy.types.MovieTrackingMarkers.html#bpy.types.MovieTrackingMarkers.insert_frame "bpy.types.MovieTrackingMarkers.insert_frame") | - [`MovieTrackingTrack.markers`](bpy.types.MovieTrackingTrack.html#bpy.types.MovieTrackingTrack.markers "bpy.types.MovieTrackingTrack.markers") |
user: What is Normalize All and how is it used in Blender Python scripting?

assistant: For each point, this tool makes sure that the sum of the weights across all vertex groups is equal to 1.
It normalizes all of the vertex groups, except for locked groups, which keep their weight values untouched.

Lock Active
:   Keep the values of the active group while normalizing all the others.
user: What is Force Fields Settings and how is it used in Blender Python scripting?

assistant: The Force Field Settings panel allows you to make each individual act as a force field,
allowing them to affect other dynamic systems, or even, each other.

Self Effect
:   Causes the particle force fields to have an effect on other particles within the same system.

Effector Amount
:   Set how many of the particles act as force fields. 0 means all of them are effectors.

You can give particle systems up to two force fields. By default they do not have any.
Choose an effector type from the selector to enable them.
Settings are described in the [Common Settings section](../../forces/force_fields/introduction.xhtml#force-field-common-settings).
user: How do I use Bokeh Image Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Bokeh Image Node

[image reference removed]

The *Bokeh Image* node generates a special input image for use with
the [Bokeh Blur](../filter/blur/bokeh_blur.xhtml) filter node.

The *Bokeh Image* node is designed to create a reference image which simulates optical parameters
such as aperture shape and lens distortions which have important impacts on bokeh in real cameras.