PGCRYPT/OpenBlender_Train huggingface dataset:
user: Provide the full official documentation entry for GeometryNodeSetShadeSmooth(GeometryNode), preserving all code examples.

assistant: # GeometryNodeSetShadeSmooth(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.GeometryNodeSetShadeSmooth(*GeometryNode*)
:   Control the smoothness of mesh normals around each face by changing the “shade smooth” attribute

    domain
    :   Type:
        :   enum in [Attribute Domain Edge Face Items](bpy_types_enum_items/attribute_domain_edge_face_items.html#rna-enum-attribute-domain-edge-face-items), default `'EDGE'`

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: |  |  |
| --- | --- |
| - [`GeometryNodeForeachGeometryElementInput.pair_with_output`](bpy.types.GeometryNodeForeachGeometryElementInput.html#bpy.types.GeometryNodeForeachGeometryElementInput.pair_with_output "bpy.types.GeometryNodeForeachGeometryElementInput.pair_with_output") - [`GeometryNodeRepeatInput.pair_with_output`](bpy.types.GeometryNodeRepeatInput.html#bpy.types.GeometryNodeRepeatInput.pair_with_output "bpy.types.GeometryNodeRepeatInput.pair_with_output") | - [`GeometryNodeSimulationInput.pair_with_output`](bpy.types.GeometryNodeSimulationInput.html#bpy.types.GeometryNodeSimulationInput.pair_with_output "bpy.types.GeometryNodeSimulationInput.pair_with_output") - [`NodeClosureInput.pair_with_output`](bpy.types.NodeClosureInput.html#bpy.types.NodeClosureInput.pair_with_output "bpy.types.NodeClosureInput.pair_with_output") |
user: Give a detailed overview of Simplify Modifier: syntax, arguments, return values, common patterns.

assistant: # Simplify Modifier

The *Simplify* modifier allows you to reduce the amount of points in the strokes.
The goal of this modifier is reduce points while maintaining the lines shape.

Apply the modifier can help to obtain a better performance (more FPS) while animating.
user: Describe Extrude Vertices from the Blender manual or Python API, including usage steps and snippets.

assistant: # Extrude Vertices

Extrude vertices as individual vertices.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_extrude-vertices_before.png   Vertex selected. | ../../../../_images/modeling_meshes_editing_vertex_extrude-vertices_after.png   Vertices extrude. |
user: Provide the full official documentation entry for References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`FreestyleModules.new`](bpy.types.FreestyleModules.html#bpy.types.FreestyleModules.new "bpy.types.FreestyleModules.new") - [`FreestyleModules.remove`](bpy.types.FreestyleModules.html#bpy.types.FreestyleModules.remove "bpy.types.FreestyleModules.remove") | - [`FreestyleSettings.modules`](bpy.types.FreestyleSettings.html#bpy.types.FreestyleSettings.modules "bpy.types.FreestyleSettings.modules") |
user: Provide the full official documentation entry for Options, preserving all code examples.

assistant: Default Fade
:   Automatically calculates a linear fade over the length of the strip.

    Effect Fader
    :   Allows you to manually [keyframe](../../../../../animation/keyframes/index.xhtml) a custom fade.
        This can be used with different [easings](../../../../../editors/graph_editor/fcurves/properties.xhtml#editors-graph-fcurves-settings-easing)
        to fine-tune the fade in/out.
user: Provide the full official documentation entry for Bones, preserving all code examples.

assistant: This tool delete selected bones, selected *joints* are ignored.

If you delete a bone in a chain, its child(ren)
will be automatically re-parented to its own parent, but **not** connected,
to avoid deforming the whole armature.

Deletion example.

|  |  |
| --- | --- |
| ../../../../_images/animation_armatures_bones_editing_delete_example-1.png   An armature with two selected bones, just before deletion. | ../../../../_images/animation_armatures_bones_editing_delete_example-2.png   The two bones have been deleted. Note that Bone.002, previously connected to the deleted Bone.001, is now parented but not connected to Bone. |
user: Describe Randomize Transforms Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Randomize Transforms Node

[image reference removed]

The *Randomize Transforms* node applies random translation, rotation, and scale to instances.
It is commonly used to create natural variation among duplicated objects, such as scattered
rocks, trees, or other elements in a scene.
user: Provide the full official documentation entry for Geometry Node Editor, preserving all code examples.

assistant: # Geometry Node Editor

The Geometry Node editor is used to edit [Node Groups](../interface/controls/nodes/groups.xhtml)
which are used by the [Geometry Node Modifier](../modeling/modifiers/geometry_nodes.xhtml).
Such a node group can define many operations to modify an object’s geometry.

A list of all [Geometry Nodes](../modeling/geometry_nodes/index.xhtml) is available in the modeling section.
Also see the [Nodes](../interface/controls/nodes/index.xhtml) page for information on working with
nodes in general.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: This shader is an implementation of the papers by Chiang et al. [[CBTB16]](#cbtb16) and Huang et al. [[HHH22]](#hhh22).

[CBTB16]
([1](#id1),[2](#id3),[3](#id4))

Chiang, M. J. , Bitterli, B. , Tappan, C. and Burley, B. (2016),
A Practical and Controllable Hair and Fur Model for Production Path Tracing. Computer Graphics Forum, 35: 275-283.
[doi:10.1111/cgf.12830](https://doi.org/10.1111/cgf.12830)

[[EFHLA11](#id2)]

d’Eon, E. , Francois, G. , Hill, M. , Letteri, J. and Aubry, J. (2011),
An Energy‐Conserving Hair Reflectance Model. Computer Graphics Forum, 30: 1181-1187.
[doi:10.1111/j.1467-8659.2011.01976.x](https://doi.org/10.1111/j.1467-8659.2011.01976.x)

[[HHH22](#id5)]

Huang W., Hullin M.B. Hanika J. (2022),
A Microfacet-based Hair Scattering Model. Computer Graphics Forum, 41: 79-91.
[doi:10.1111/cgf.14588](https://doi.org/10.1111/cgf.14588)
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Min
:   The minimum value of the range where random values are sampled from.
    This input is only available for *Float*, *Integer*, and *Vector* types.

Max
:   The maximum value of the range where random values are sampled from.
    This input is only available for *Float*, *Integer*, and *Vector* types.

Probability
:   The probability ratio for the random *Boolean* output to be *True*.
    This input is only available for *Boolean* types.

ID
:   An ID to drive the random number generator seed. By default, this input uses the same value
    as of the [ID Node](../geometry/read/id.html), which is the `id` attribute of the context
    geometry if it exists, and otherwise the [index](../geometry/read/input_index.html).

Seed
:   A field to [Seed](../../../glossary/index.html#term-Seed) the random number generator. This can be used to generate
    a different set of random values, even for two nodes with the same *ID* input.
user: What is Settings and how is it used in Blender Python scripting?

assistant: ### Light Probe

Resolution
:   The resolution used to store the light from the world.
    This is equivalent to the resolution for light probe spheres.

### Sun

EEVEE can separate the light from intense light sources
(e.g. a sun from an outdoor HDRI) and
replace them with a sun light. This increases the quality of the lighting as the internal light probes
alone cannot reproduce this type of lighting with enough precision.

Threshold
:   If non-zero, the maximum value for world contribution that will be recorded inside the world light probe.
    The excess contribution is converted to a sun light.
    This reduces the light bleeding caused by very bright light sources.
    A value of zero will disable this feature and all lighting will be stored inside the internal light probes.

Angle
:   Angular diameter of the extracted sun light as seen from the Earth.

Use Shadow
:   Enable shadow casting on the extracted sun light.
user: Describe Layer from the Blender manual or Python API, including usage steps and snippets.

assistant: # Layer

This brush is similar to [Draw](clay.xhtml),
except that the height capped.
This creates the appearance of a flat layer.

It is recommended to use the [Persistent](#bpy-types-brush-use-persistent) setting
and regularly [Set Persistent Base](#bpy-ops-sculpt-set-persistent-base),
so that multiple strokes to not add on top of each other.
user: Describe Properties from the Blender manual or Python API, including usage steps and snippets.

assistant: From Instancer Cycles Only
:   See the [From Instancer](texture_coordinate.xhtml#cycles-nodes-input-texture-coordinate-from-instancer)
    option of the [Texture Coordinate Node](texture_coordinate.xhtml).

UV Map
:   The name of the [UV map](../../../modeling/meshes/uv/uv_texture_spaces.xhtml#uv-maps-panel) to use.
    This list is populated from the UV maps available on the object’s mesh data-block.
    If left unset, the [Active Render](../../../modeling/meshes/uv/uv_texture_spaces.xhtml#bpy-types-meshuvlooplayer-active-render) UV map is used.
user: Show practical ways to work with Bpy.Types.Greasepencilthickmodifierdata in a Blender add-on or script – include code.

assistant: a_get_subclass() GreasePencilThickModifierData.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: Give a detailed overview of Outputs: syntax, arguments, return values, common patterns.

assistant: For each field input, a separate grid output is created that contains the
evaluated voxel data.
All output grids share the same topology as the input grid, ensuring that
they are aligned and compatible for further processing or combination.
user: Provide the full official documentation entry for Misc, preserving all code examples.

assistant: Banking
:   Amount of rotation around velocity vector on turns. Banking of 1.0 gives a natural banking effect.

Pitch
:   Amount of rotation around side vector.

Height
:   Boid height relative to particle size.
user: Describe Is Face Smooth Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Is Face Smooth Node

[image reference removed]

The *Is Face Smooth* node outputs true for each face of the mesh if that face
is marked to render smooth shaded. Otherwise, if the face is marked to render as flat
shaded, then the node outputs false.
user: Describe Geometry Data from the Blender manual or Python API, including usage steps and snippets.

assistant: Mesh objects can have different types of custom data attached to them.
This data is mostly used internally and can be exported by some [exporters](../../../files/import_export/index.html).
See [Geometry Data](custom_data.html) for more information.
user: Provide the full official documentation entry for Videos, preserving all code examples.

assistant: Embed videos hosted on Blender’s PeerTube at [video.blender.org](https://video.blender.org/).

```
.. peertube:: ID
```

The `ID` is extracted from the video URL, e.g.:

`https://video.blender.org/videos/watch/47448bc1-0cc0-4bd1-b6c8-9115d8f7e08c`
The ID is: `47448bc1-0cc0-4bd1-b6c8-9115d8f7e08c`.

### Guidelines for Videos

- Prefer videos without spoken or textual explanations for easier translation.
- Do not rely solely on videos to explain features. The manual text itself should clearly document the process.
user: What is Inherited Properties and how is it used in Blender Python scripting?

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`Modifier.name`](bpy.types.Modifier.html#bpy.types.Modifier.name "bpy.types.Modifier.name") - [`Modifier.type`](bpy.types.Modifier.html#bpy.types.Modifier.type "bpy.types.Modifier.type") - [`Modifier.show_viewport`](bpy.types.Modifier.html#bpy.types.Modifier.show_viewport "bpy.types.Modifier.show_viewport") - [`Modifier.show_render`](bpy.types.Modifier.html#bpy.types.Modifier.show_render "bpy.types.Modifier.show_render") - [`Modifier.show_in_editmode`](bpy.types.Modifier.html#bpy.types.Modifier.show_in_editmode "bpy.types.Modifier.show_in_editmode") - [`Modifier.show_on_cage`](bpy.types.Modifier.html#bpy.types.Modifier.show_on_cage "bpy.types.Modifier.show_on_cage") | - [`Modifier.show_expanded`](bpy.types.Modifier.html#bpy.types.Modifier.show_expanded "bpy.types.Modifier.show_expanded") - [`Modifier.is_active`](bpy.types.Modifier.html#bpy.types.Modifier.is_active "bpy.types.Modifier.is_active") - [`Modifier.use_pin_to_last`](bpy.types.Modifier.html#bpy.types.Modifier.use_pin_to_last "bpy.types.Modifier.use_pin_to_last") - [`Modifier.is_override_data`](bpy.types.Modifier.html#bpy.types.Modifier.is_override_data "bpy.types.Modifier.is_override_data") - [`Modifier.use_apply_on_spline`](bpy.types.Modifier.html#bpy.types.Modifier.use_apply_on_spline "bpy.types.Modifier.use_apply_on_spline") - [`Modifier.execution_time`](bpy.types.Modifier.html#bpy.types.Modifier.execution_time "bpy.types.Modifier.execution_time") - [`Modifier.persistent_uid`](bpy.types.Modifier.html#bpy.types.Modifier.persistent_uid "bpy.types.Modifier.persistent_uid") |
user: Give a detailed overview of Skin Modifier: syntax, arguments, return values, common patterns.

assistant: # Skin Modifier

The *Skin* modifier uses vertices and edges to create a skinned surface,
using a per-vertex radius to better define the shape.
The output is mostly quads, although some triangles will appear around intersections.

It is a quick way to generate base meshes for sculpting and/or smooth organic shapes with
arbitrary topology.
user: Show practical ways to work with Text Editor in a Blender add-on or script – include code.

assistant: # Text Editor

This editor can be used to write Python scripts, Open Shading Language scripts,
or just plain text notes. To open it, you can switch to the *Scripting*
[workspace](../interface/window_system/workspaces.xhtml) or press
`Shift`-`F11` to replace the current editor.
user: Provide the full official documentation entry for Inputs, preserving all code examples.

assistant: Image
:   Standard color input.
    If only the image input is connected, the node blurs the image depending on the edges present in the source image.

Determinator
:   If connected, it serves as the source for defining edges/borders for the blur in the image.
    This has great advantage in case the source image is too noisy,
    but normals in combination with Z-buffer can still define exact borders/edges of objects.

Size
:   The size of the blur in pixels.

Threshold
:   Pixels are considered in the blur area if the average difference between their
    determinator and the determinator of the center pixel is less than this threshold.
user: Provide the full official documentation entry for Make Local, preserving all code examples.

assistant: Makes the selected or all external objects local to the current blend-file.
Links to the original library file will be lost,
but the data-blocks will become fully editable, just like the ones directly
created in the current blend-file.

### Options

The operation available from the Outliner’s context menu has no options
and only affects the selected data-blocks.

The operation available from the 3D Viewport only affects the selected objects,
but it can also make local the objects’ dependencies:

Type
:   Whether to localize only the objects themselves, or also their data and materials.
user: Explain Make an Override in complete detail according to the official Blender documentation.

assistant: Create overrides from the selected data-blocks.

Blender automatically create overrides for all required data-blocks to ensure that
valid override hierarchies are created.

Only overrides created from selected items will be user-editable.

### Selected Items

Depending on where from the override is created, there are several ways to
‘select’ items to be overridden and user-editable.

#### 3DView

The selected objects will be considered as selected.

When a selected object is a local *Empty* instantiating a linked collection, the following will happen:

- The *Empty* object will be removed.
- Its linked collection will be overridden, and that override will be instanced
  in the same collection in the current *View Layer*.
- If the collection contains *Armature* objects, they will be user-editable.
  Otherwise, no created override will be defined as user-editable.

#### Outliner

The operation can be applied on either the selected items only, their content only, or both.

#### ID Widget

Only the linked data-block in the ID Widget is considered as selected, and set as editable
once overridden.

### Make Editable

That same operation can also be used to make existing overrides user-editable,
after they have been created, or [cleared](#bpy-ops-ui-override-idtemplate-clear)
user: Explain Boid in complete detail according to the official Blender documentation.

assistant: # Boid

The *Boid* force fields do not affect physics,
and are used together with the [Boids Particles](../../../particles/emitter/physics/boids.xhtml)
to define boid predators and goals for the *Boid Brain* rules.

[image reference removed]

UI for a Boid force field.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: Default Fade
:   Automatically calculates a linear fade over the length of the strip.

    Effect Fader
    :   Allows you to manually [keyframe](../../../../../animation/keyframes/index.xhtml) a custom fade.
        This can be used with different [easings](../../../../../editors/graph_editor/fcurves/properties.xhtml#editors-graph-fcurves-settings-easing)
        to fine-tune the fade in/out.
user: Provide the full official documentation entry for Integration, preserving all code examples.

assistant: Integrators are a set of mathematical methods available to calculate the movement of particles.
The following guidelines will help to choose a proper integrator,
according to the behavior aimed at by the animator.

Integration
:   Euler
    :   Also known as “Forward Euler”. Simplest integrator.
        Very fast but also with less exact results.
        If no dampening is used, particles get more and more energy over time.
        For example, bouncing particles will bounce higher and higher each time.
        Should not be confused with “Backward Euler” (not implemented) which has the opposite feature,
        the energy decrease over time, even with no dampening.
        Use this integrator for short simulations or simulations with a lot of
        dampening where speedy calculations are more important than accuracy.

    Verlet
    :   Very fast and stable integrator, energy is conserved over time with very little numerical dissipation.

    Midpoint
    :   Also known as “2nd order Runge-Kutta”. Slower than Euler but much more stable.
        If the acceleration is constant (no drag for example), it is energy conservative.
        It should be noted that in example of the bouncing particles,
        the particles might bounce higher than they started once in a while, but this is not a trend.
        This integrator is a generally good integrator for use in most cases.

    RK4
    :   Short for “4th order Runge-Kutta”. Similar to Midpoint but slower and in most cases more accurate.
        It is energy conservative even if the acceleration is not constant.
        Only needed in complex simulations where Midpoint is found not to be accurate enough.

Timestep
:   The amount of simulation time (in seconds) that passes during each frame.

Subframes
:   The number of simulation steps per frame.
    Subframes to simulate for improved stability and finer granularity in simulations.
    Use higher values for faster-moving particles.

The following options are only available for Fluid type physics:

Adaptive
:   Automatically set the number of subframes.

    Threshold
    :   A tolerance value that allows the number of subframes to vary.
        It sets the relative distance a particle can move before requiring more subframes.

        The number of steps per frame will be at least Subframes + 1.
        More subframes may be simulated if the fluid becomes turbulent, according to the Threshold.
user: Explain Usage in complete detail according to the official Blender documentation.

assistant: Closures define reusable logic that can be injected into another node tree. They are commonly used in procedural systems
where part of the behavior should remain user-defined.

Typical use cases include:

- Defining a custom scattering rule for a terrain generator.
- Describing how to distribute or modify instances procedurally.
- Providing adjustable mappings, field evaluations, or transformation logic.

### Using External Values

Closures can *capture* values from outside their zone. A captured value is stored as part of the closure definition and
remains available even when the closure is evaluated in a different context.

Captured values make it possible to preserve external parameters—such as scale, density, or color—without creating
explicit input sockets. This makes closures cleaner and easier to reuse in different node trees.

[image reference removed]

Capturing an external input value inside a closure.

### Example

1. In a terrain generator node group, replace the tree distribution logic with an
   [Evaluate Closure](../../../../interface/controls/nodes/types/utilities/closure/evaluate_closure.html) node.
2. Expose the closure input on the group’s interface.
3. In the main node tree, create a *Closure Zone* and connect it to that input.
4. Inside the closure zone, define the desired tree placement logic.

When the generator evaluates the closure, the custom distribution defined in the zone is executed instead of the
default behavior.

[image reference removed]

A *Closure Zone* defining a custom distribution pattern for tree scattering.
user: How do I use The Blender Community in Blender? Include parameters, examples, warnings and best practices.

assistant: # The Blender Community

Being freely available from the start, even while it was closed source, considerably helped Blender’s adoption by the
community. A large, stable, and active community of users has gathered around Blender since 1998. The community showed
its support for Blender in 2002 when they helped raise €100,000 in seven weeks to enable Blender to go Open Source
under the [GNU GPL License](https://www.gnu.org/licenses/gpl.html).
user: What is Examples and how is it used in Blender Python scripting?

assistant: [image reference removed]

The difference between *F1* and *Smooth F1* can be used to create beveled Voronoi cells.

[image reference removed]

Creating a hammered metal shader using the *Voronoi Texture* node.
user: Explain Rotate Hair Curves in complete detail according to the official Blender documentation.

assistant: # Rotate Hair Curves

The *Rotate Hair Curves* node twists or rotates each hair curve around a chosen axis,
allowing for effects such as gentle twisting, spiral motion, or directional flow in grooms.
It can be used to add subtle styling variation or create complex twisting deformations.
user: Give a detailed overview of Example: syntax, arguments, return values, common patterns.

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 Introduction: syntax, arguments, return values, common patterns.

assistant: # Introduction

Volume objects are containers used to represent [OpenVDB](https://www.openvdb.org/) files in Blender.
OpenVDB is a library and file format for the interoperability and storage of volumetric data.
OpenVDB files may be generated by other software such as Houdini,
or from Blender’s [fluid simulation cache](../../physics/fluid/type/domain/cache.xhtml).

Volume objects can be created from the Add menu in the 3D Viewport,
or by dragging and dropping vdb-files into Blender.
For animations, a frame sequence of OpenVDB files can be imported.

[image reference removed]

WDAS cloud data set rendered in wireframe, Workbench, and Cycles.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`Area.regions`](bpy.types.Area.html#bpy.types.Area.regions "bpy.types.Area.regions") - [`Context.region`](bpy.types.Context.html#bpy.types.Context.region "bpy.types.Context.region") | - [`Context.region_popup`](bpy.types.Context.html#bpy.types.Context.region_popup "bpy.types.Context.region_popup") |
user: Provide the full official documentation entry for Properties, preserving all code examples.

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

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

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

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

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

Clamp Result (Color only)
:   Limit the Result to the range between 0.0 and 1.0.
user: Explain Common Operations in complete detail according to the official Blender documentation.

assistant: This section lists useful generic operations which can be used.

### Key Bindings for Pop-Ups

Menus and panels can be assigned key shortcuts,
even if they’re only accessible from submenus elsewhere.

Open a Pop-up Menu (`wm.call_menu`)
:   Open any menu on key press.

Open a Pie Menu (`wm.call_menu_pie`)
:   Open any pie menu on key press.

Open a Panel (`wm.call_panel`)
:   Open a pop-up panel (also known as a pop-over).

#### Menu & Panel Identifiers

To find the `name` of a menu,
enable the preference Interface ‣ Display ‣ Python Tooltips.

Then hover the cursor over the popover button or menu item.
For submenus you will need to use the back arrow to prevent the submenu from opening and gaining focus.

### Key Bindings for Properties

There are many properties you might want to bind a key with.
To avoid having to define operators for each property,
there are generic operators for this purpose:

Operators for adjusting properties begin with `wm.context_`.

Some of these include:

- `wm.context_toggle` toggle a Boolean property.
- `wm.context_cycle_enum` cycle an enum property forwards or backwards.
- `wm.context_menu_enum` show a pop-up menu for an enum property.
- `wm.context_pie_enum` show a pie menu for an enum property.
- `wm.context_scale_float` scale a number (used for increasing / decreasing brush size for example).
- `wm.context_toggle_enum` toggle between two options of an enum.
- `wm.context_modal_mouse` moving the cursor to interactively change a value.

See [bpy.ops.wm](https://docs.blender.org/api/current/bpy.ops.wm.html) for a complete list.

Each of these operators has a `data_path` setting to reference the property to change.

To find the `data_path`, basic Python knowledge is needed.

For example, you can use the Python Console to access a Boolean property you wish to map to a key:

```
bpy.context.object.show_name
```

To bind this to a key, add a new keymap item using the operator `wm.context_toggle`
with `data_path` set to `object.show_name` (notice the `bpy.context` prefix is implicit).

See [bpy.context](https://docs.blender.org/api/current/bpy.context.html)
for other context attributes.

The Python API documentation can be used to find properties
or you may use the Python Console’s auto-complete to inspect available properties.
user: Give a detailed overview of GeometryNodeMeshToPoints(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodeMeshToPoints(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.GeometryNodeMeshToPoints(*GeometryNode*)
:   Generate a point cloud from a mesh’s vertices

    mode
    :   - `VERTICES`
          Vertices – Create a point in the point cloud for each selected vertex.
        - `EDGES`
          Edges – Create a point in the point cloud for each selected edge.
        - `FACES`
          Faces – Create a point in the point cloud for each selected face.
        - `CORNERS`
          Corners – Create a point in the point cloud for each selected face corner.

        Type:
        :   enum in [`'VERTICES'`, `'EDGES'`, `'FACES'`, `'CORNERS'`], default `'VERTICES'`

    *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: Provide the full official documentation entry for Voronoi, preserving all code examples.

assistant: # Voronoi

The Voronoi texture is used to generate very convincing Metal,
especially the “Hammered” effect. Organic shaders (e.g. scales, veins in skin).

[image reference removed]

Voronoi Texture panels.
user: Show practical ways to work with Scenes & Layers in a Blender add-on or script – include code.

assistant: [image reference removed]

These [data-block menus](../controls/templates/data_block.xhtml#ui-data-block) are used to select
the current [Scene](../../scene_layout/scene/index.xhtml) and [View Layer](../../render/layers/index.xhtml).
user: Provide the full official documentation entry for Inherited Properties, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`Paint.brush`](bpy.types.Paint.html#bpy.types.Paint.brush "bpy.types.Paint.brush") - [`Paint.brush_asset_reference`](bpy.types.Paint.html#bpy.types.Paint.brush_asset_reference "bpy.types.Paint.brush_asset_reference") - [`Paint.eraser_brush`](bpy.types.Paint.html#bpy.types.Paint.eraser_brush "bpy.types.Paint.eraser_brush") - [`Paint.eraser_brush_asset_reference`](bpy.types.Paint.html#bpy.types.Paint.eraser_brush_asset_reference "bpy.types.Paint.eraser_brush_asset_reference") - [`Paint.palette`](bpy.types.Paint.html#bpy.types.Paint.palette "bpy.types.Paint.palette") - [`Paint.show_brush`](bpy.types.Paint.html#bpy.types.Paint.show_brush "bpy.types.Paint.show_brush") - [`Paint.show_brush_on_surface`](bpy.types.Paint.html#bpy.types.Paint.show_brush_on_surface "bpy.types.Paint.show_brush_on_surface") - [`Paint.show_low_resolution`](bpy.types.Paint.html#bpy.types.Paint.show_low_resolution "bpy.types.Paint.show_low_resolution") - [`Paint.use_sculpt_delay_updates`](bpy.types.Paint.html#bpy.types.Paint.use_sculpt_delay_updates "bpy.types.Paint.use_sculpt_delay_updates") - [`Paint.use_symmetry_x`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_x "bpy.types.Paint.use_symmetry_x") - [`Paint.use_symmetry_y`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_y "bpy.types.Paint.use_symmetry_y") | - [`Paint.use_symmetry_z`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_z "bpy.types.Paint.use_symmetry_z") - [`Paint.use_symmetry_feather`](bpy.types.Paint.html#bpy.types.Paint.use_symmetry_feather "bpy.types.Paint.use_symmetry_feather") - [`Paint.cavity_curve`](bpy.types.Paint.html#bpy.types.Paint.cavity_curve "bpy.types.Paint.cavity_curve") - [`Paint.use_cavity`](bpy.types.Paint.html#bpy.types.Paint.use_cavity "bpy.types.Paint.use_cavity") - [`Paint.tile_offset`](bpy.types.Paint.html#bpy.types.Paint.tile_offset "bpy.types.Paint.tile_offset") - [`Paint.tile_x`](bpy.types.Paint.html#bpy.types.Paint.tile_x "bpy.types.Paint.tile_x") - [`Paint.tile_y`](bpy.types.Paint.html#bpy.types.Paint.tile_y "bpy.types.Paint.tile_y") - [`Paint.tile_z`](bpy.types.Paint.html#bpy.types.Paint.tile_z "bpy.types.Paint.tile_z") - [`Paint.show_strength_curve`](bpy.types.Paint.html#bpy.types.Paint.show_strength_curve "bpy.types.Paint.show_strength_curve") - [`Paint.show_size_curve`](bpy.types.Paint.html#bpy.types.Paint.show_size_curve "bpy.types.Paint.show_size_curve") - [`Paint.show_jitter_curve`](bpy.types.Paint.html#bpy.types.Paint.show_jitter_curve "bpy.types.Paint.show_jitter_curve") - [`Paint.unified_paint_settings`](bpy.types.Paint.html#bpy.types.Paint.unified_paint_settings "bpy.types.Paint.unified_paint_settings") |
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Value/Vector
:   The input value or vector to be remapped.

From Min
:   The lower bound of the range to remap from.

From Max
:   The higher bound of the range to remap from.

To Min
:   The lower bound of the target range.

To Max
:   The higher bound of the target range.

Steps
:   The number of values allowed between *To Min* and *To Max* when using *Stepped Linear* interpolation.
    A higher value will give a smoother interpolation while lower values will progressively quantize the input.
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Curve
:   Standard geometry input, containing curves.

Selection
:   Whether or not to change the handle position on each control point.
    True values mean the resolution will be changed, false values mean
    the resolution will remain the same.

Position
:   The new handle position.

Offset
:   An optional translation for each handle. This is evaluated at the same time as the *Position* input,
    meaning that fields evaluated for it will not reflect the changed position.
user: Explain Sculpt Mode in complete detail according to the official Blender documentation.

assistant: [image reference removed]

3D Viewport Mode selector: Sculpt Mode.

Sculpt Mode is selected from the *Mode* menu in the 3D Viewport header.
Once Sculpt Mode is activated, the Toolbar of the 3D Viewport will change to
Sculpt Mode specific panels.
A red circle will appear and follow the location of the cursor in the 3D Viewport.
user: What is Documentation Links and how is it used in Blender Python scripting?

assistant: While going through the tutorial, you may want to look into our reference documentation.

- [Blender API Overview](https://docs.blender.org/api/current/info_overview.html):
  This document is rather detailed but helpful if you want to know more on a topic.
- [`bpy.context`](https://docs.blender.org/api/5.0/bpy.context.html#module-bpy.context "(in Blender 5.0.1 Python API v5.0)") API reference –
  Handy to have a list of available items your script may operate on.
- [`bpy.types.Operator`](https://docs.blender.org/api/5.0/bpy.types.Operator.html#bpy.types.Operator "(in Blender 5.0.1 Python API v5.0)") –
  The following add-ons define operators, these docs give details and more examples of operators.
user: What is Example and how is it used in Blender Python scripting?

assistant: Tint uniform color sample.

|  |  |  |
| --- | --- | --- |
| ../../../_images/grease-pencil_modifiers_color_tint_factor-0.png   Strength: 0 (original color). | ../../../_images/grease-pencil_modifiers_color_tint_factor-05.png   Strength: 0.5. | ../../../_images/grease-pencil_modifiers_color_tint_factor-1.png   Strength: 1.0 (fully tinted). |

Tint gradient color sample.

|  |  |  |
| --- | --- | --- |
| ../../../_images/grease-pencil_modifiers_color_tint_gradient-01.png   Radius: 1, Strength: 1. | ../../../_images/grease-pencil_modifiers_color_tint_gradient-02.png   Radius: 5, Strength: 1. | ../../../_images/grease-pencil_modifiers_color_tint_gradient-03.png   Radius: 10, Strength: 1. |
user: How do I use Weight Paint Brushes in Blender? Include parameters, examples, warnings and best practices.

assistant: # Weight Paint Brushes

Brushes for Grease Pencil *Weight Paint* mode bundled in the *Essentials* library.

Paint Point Weight
:   Paints a specified weight over the strokes.

Blur Point Weight
:   Smooths out the weighting of adjacent points. In this mode the Weight
    Value is ignored. The strength defines how much the smoothing is applied.

Average Point Weight
:   Smooths weights by painting the average resulting weight from all weights under the brush.

Smear Point Weight
:   Smudges weights by grabbing the weights under the brush and “dragging” them.
    This can be imagined as a finger painting tool.
user: Explain Outputs in complete detail according to the official Blender documentation.

assistant: Grid
:   The resulting SDF grid after mean curvature flow smoothing.
    The output surface has reduced high-curvature noise and smoother transitions,
    while retaining major structural features of the original shape.
user: Show practical ways to work with Alpha Over & Alpha Under Strips in a Blender add-on or script – include code.

assistant: # Alpha Over & Alpha Under Strips

Using the alpha (transparency channel),
this effect composites a result based on transparent areas of the dominant image.
If you use a Scene strip, the areas of the image where there is not anything solid are transparent;
they have an alpha value of 0. If you use a Movie strip, that movie has an alpha value of 1 (completely opaque).

So, you can use the *Alpha Over* / *Alpha Under* effect to composite the CGI Scene on top of your movie.
The result is your model doing whatever as if it was part of the movie.
The Adjust ‣ Compositing ‣ Opacity controls how much
the foreground is mixed over the background, fading in the foreground on top of the background.
The colors of transparent foreground image areas are ignored and do not change the color of the background.
user: Provide the full official documentation entry for Set Hair Curve Profile, preserving all code examples.

assistant: # Set Hair Curve Profile

The *Set Hair Curve Profile* node defines the radius of hair curves along their length
according to a customizable profile shape.
It allows artists to control the thickness variation from root to tip, producing
natural tapering or stylized width adjustments.
user: Explain BlendDataPalettes(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # BlendDataPalettes(bpy_struct)

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

*class* bpy.types.BlendDataPalettes(*bpy_struct*)
:   Collection of palettes

    new(*name*)
    :   Add a new palette to the main database

        Parameters:
        :   **name** (*string**,* *(**never None**)*) – New name for the data-block

        Returns:
        :   New palette data-block

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

    remove(*palette*, *\**, *do_unlink=True*, *do_id_user=True*, *do_ui_user=True*)
    :   Remove a palette from the current blendfile

        Parameters:
        :   - **palette** ([`Palette`](bpy.types.Palette.html#bpy.types.Palette "bpy.types.Palette"), (never None)) – Palette to remove
            - **do_unlink** (*boolean**,* *(**optional**)*) – Unlink all usages of this palette before deleting it
            - **do_id_user** (*boolean**,* *(**optional**)*) – Decrement user counter of all data-blocks used by this palette
            - **do_ui_user** (*boolean**,* *(**optional**)*) – Make sure interface does not reference this palette

    tag(*value*)
    :   tag

        Parameters:
        :   **value** (*boolean*) – Value

    *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 Assign & Select, preserving all code examples.

assistant: Assign
:   Assigns the selected bones to the active bone collection.

Remove
:   Removes the selected bones from the active bone collection.

Select
:   Selects the bones in the active bone collection.

Deselect
:   Deselects the bones in the active bone collection.
user: Provide the full official documentation entry for XrActionMaps(bpy_struct), preserving all code examples.

assistant: # XrActionMaps(bpy_struct)

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

*class* bpy.types.XrActionMaps(*bpy_struct*)
:   Collection of XR action maps

    *classmethod* new(*xr_session_state*, *name*, *replace_existing*)
    :   new

        Parameters:
        :   - **xr_session_state** ([`XrSessionState`](bpy.types.XrSessionState.html#bpy.types.XrSessionState "bpy.types.XrSessionState"), (never None)) – XR Session State
            - **name** (*string**,* *(**never None**)*) – Name
            - **replace_existing** (*boolean*) – Replace Existing, Replace any existing actionmap with the same name

        Returns:
        :   Action Map, Added action map

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

    *classmethod* new_from_actionmap(*xr_session_state*, *actionmap*)
    :   new_from_actionmap

        Parameters:
        :   - **xr_session_state** ([`XrSessionState`](bpy.types.XrSessionState.html#bpy.types.XrSessionState "bpy.types.XrSessionState"), (never None)) – XR Session State
            - **actionmap** ([`XrActionMap`](bpy.types.XrActionMap.html#bpy.types.XrActionMap "bpy.types.XrActionMap"), (never None)) – Action Map, Action map to use as a reference

        Returns:
        :   Action Map, Added action map

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

    *classmethod* remove(*xr_session_state*, *actionmap*)
    :   remove

        Parameters:
        :   - **xr_session_state** ([`XrSessionState`](bpy.types.XrSessionState.html#bpy.types.XrSessionState "bpy.types.XrSessionState"), (never None)) – XR Session State
            - **actionmap** ([`XrActionMap`](bpy.types.XrActionMap.html#bpy.types.XrActionMap "bpy.types.XrActionMap"), (never None)) – Action Map, Removed action map

    *classmethod* find(*xr_session_state*, *name*)
    :   find

        Parameters:
        :   - **xr_session_state** ([`XrSessionState`](bpy.types.XrSessionState.html#bpy.types.XrSessionState "bpy.types.XrSessionState"), (never None)) – XR Session State
            - **name** (*string**,* *(**never None**)*) – Name

        Returns:
        :   Action Map, The action map with the given name

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # Bisect

The Bisect tool is a quick way to cut a mesh in two along a custom plane.

Use `LMB` click and drag to draw cut line.
Once the cut is done the [Adjust Last Operation](../../../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last) panel gives a few options:

Plane Point, Plane Normal
:   The plane can be numerically adjusted for precise values.

Fill
:   Cuts can optionally fill in the holes created,
    with materials, UV maps, and Color Attributes based on the surrounding geometry.

Clear Inner, Clear Outer
:   Cuts may remove geometry on one side.

Axis Threshold
:   Cut along the straight plane or along the existing geometry below the distance from the plane.