PGCRYPT/OpenBlender_Train huggingface dataset:
user: Describe Use Blender without it’s User Interface from the Blender manual or Python API, including usage steps and snippets.

assistant: While developing your own scripts Blender’s interface can get in the way,
manually reloading, running the scripts, opening file import, etc. adds overhead.
For scripts that are not interactive it can end up being more efficient not to use
Blender’s interface at all and instead execute the script on the command line.

```
blender --background --python myscript.py
```

You might want to run this with a blend-file so the script has some data to operate on.

```
blender myscene.blend --background --python myscript.py
```

Once the script is running properly in background mode, you’ll want to check the output of the script,
this depends completely on the task at hand, however, here are some suggestions:

- Render the output to an image, use an image viewer and keep writing over the same image each time.
- Save a new blend-file, or export the file using one of Blender’s exporters.
- If the results can be displayed as text then print them or write them to a file.

While this can take a little time to setup, it can be well worth the effort
to reduce the time it takes to test changes. You can even have
Blender running the script every few seconds with a viewer updating the results,
so no need to leave your text editor to see changes.
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Geometry
:   Standard geometry input.

Mode
:   How the transformation is specified.

    Components:
    :   Provide separate inputs for location, rotation and scale.

    Matrix:
    :   Use a transformation matrix.

Translation
:   Translation of the entire geometry in the local space of the modified object.

Rotation
:   Euler rotation in the local space of the modified object.

Scale
:   Scale for the geometry in the local space of the modified object.

Transform
:   A [Transformation Matrix](../../../../glossary/index.xhtml#term-Transformation-Matrix), available when using *Matrix* mode.
user: Show practical ways to work with Helpers in a Blender add-on or script – include code.

assistant: These settings control how the soft body will react (deform)
once it either gets close to or actually intersects (cuts into) another collision object on the same layer.

Choke
:   Calms down (reduces the exit velocity of) a vertex or edge once it penetrates a collision mesh.

Fuzzy
:   Fuzziness while on collision, high values make collision handling faster but less stable.
    Simulation is faster, but less accurate.
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Samples
:   Number of samples to use for ray-traced ambient occlusion sampling.
    Keep as low as possible for optimal performance.

Inside
:   Detect convex rather than concave shapes, by computing occlusion inside mesh.

Only Local Cycles Only
:   Only detect occlusion from the object itself, and not others.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Vertices
:   Number of vertices on the circle at the top and bottom.
    No geometry is generated if the number is below three.

Side Segments
:   Number of edges running vertically along the side of the cone.
    No geometry is generated if the number is below one.

Fill Segments
:   Number of concentric rings used to fill the round faces at the top and bottom.
    No geometry is generated if the number is below one.

Radius
:   Distance of the vertices from the Z axis.
    If this is zero, the output will be a single line.

Depth
:   Height of the cylinder.
user: Provide the full official documentation entry for Insert, preserving all code examples.

assistant: Adds new keyframes and selects them. Previously selected keyframes stay selected too.

All Channels
:   Insert a keyframe on all visible and editable F-Curves using each curve’s current value.

Only Selected Channels
:   Insert a keyframe on the selected F-Curves using each curve’s current value.

Only Active F-Curve
:   Insert a keyframe on the active F-Curve using the curve’s current value.

Active Channels at Cursor
:   Insert a keyframe on the active F-Curve at the 2D Cursor’s value.

Selected Channels at Cursor
:   Insert a keyframe on the selected F-Curves at the 2D Cursor’s value.
user: Describe Motion Blur from the Blender manual or Python API, including usage steps and snippets.

assistant: # Motion Blur

Blender’s animations are by default rendered as a sequence of *perfectly still* images.
While great for stop-motion and time-lapses, this is unrealistic, since fast-moving
objects do appear to be blurred in the direction of motion,
both in a movie frame and in a photograph from a real-world camera.

[image reference removed]

Motion blur example.
([blend-file](https://archive.blender.org/wiki/2015/uploads/0/03/Blender2.65_motion_blur.blend))

Position
:   Controls at what point the shutter opens in relation to the current frame.

    Start on Frame:
    :   Shutter is starting to open at the current frame.

    Center on Frame:
    :   Shutter is fully opened at the current frame.

    End on Frame:
    :   Shutter is fully closed at the current frame.

Shutter
:   Time (in frames) between when the shutter starts to open and fully closed.
    For example, shutter time 1.0 blurs over the length of 1 frame.

Rolling Shutter
:   Creates a [Rolling Shutter](../../../glossary/index.xhtml#term-Rolling-Shutter) effect.

    None:
    :   No rolling shutter effect.

    Top-Bottom:
    :   Renders rolling shutter from the top of the image to the bottom.

Rolling Shutter Duration
:   Controls balance between pure rolling shutter effect (if the value is zero)
    and pure motion blur effect (if the value is one).
user: How do I use Playback Controls in Blender? Include parameters, examples, warnings and best practices.

assistant: The Playback Controls region contains controls and options
related to playback, keying, auto keyframing, and transport.

These settings allow you to:

- Control how animations are previewed and synchronized with audio.
- Insert and manage keyframes through keying sets and auto keying.
- Navigate the timeline using playback and transport controls.
- Adjust frame ranges and preview specific segments of the animation.
user: Provide the full official documentation entry for Outputs, preserving all code examples.

assistant: Is Strand
:   Outputs 1 when the shader is acting on a strand, otherwise 0.

Intercept
:   The point along the strand where the ray hits the strand (1 at the tip and 0 at the root).

Length
:   The total measurement from the root to the tip of the strand,
    interpreted as a grayscale value from 0 to infinity.

Thickness
:   The thickness of the strand at the point where the ray hits the strand.

Tangent Normal
:   Tangent normal of the strand.

Random
:   A random per-curve value in the range from 0 to 1.
    It can for example be used in combination with a color ramp, to randomize the curve’s color.
user: Describe Outputs from the Blender manual or Python API, including usage steps and snippets.

assistant: Face Count
:   The number of faces that use the edge as one of their sides.
    When the value is one, the edge is a [non-manifold](../../../../glossary/index.xhtml#term-Non-manifold) boundary edge.
    Alternatively, when the value is zero, the edge is a loose edge, not used by any faces.
user: Provide the full official documentation entry for CompositorNodeSetAlpha(CompositorNode), preserving all code examples.

assistant: # CompositorNodeSetAlpha(CompositorNode)

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

*class* bpy.types.CompositorNodeSetAlpha(*CompositorNode*)
:   Add an alpha channel to an image

    *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")

    update()

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # Group

A [Group Node](../../interface/controls/nodes/groups.xhtml) combines a set of nodes into a single one,
and selectively exposes inputs and outputs of those nodes.

Group nodes can simplify a node tree by hiding away complexity and reusing functionality.
user: How do I use Zoom In/Out in Blender? Include parameters, examples, warnings and best practices.

assistant: Moves the view closer to, or further away from, the point of interest.
You can zoom in and out by rolling the `Wheel` or dragging with `Ctrl`-`MMB`.
To zoom with discrete steps, use the hotkeys `NumpadPlus` and `NumpadMinus`.

`RMB` cancels the zoom operation.
user: Show practical ways to work with Animation in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| `Spacebar` | Play/Pause |
| `S` | Set Location + Rotation + Scale keyframe |
| `Shift`-`S` | Insert Keyframe menu |
| `Shift`-`W` | Set Location Key |
| `Shift`-`E` | Set Rotation Key |
| `Shift`-`R` | Set Scale Key |
user: Describe Introduction from the Blender manual or Python API, including usage steps and snippets.

assistant: # Introduction

Here are some preferences that you may wish to set initially. See the section
[Preferences](../../editors/preferences/index.xhtml) for the complete list of available settings. The shortcut
`Ctrl`-`Comma` can be used to quickly open the Preferences editor.
user: How do I use Filtering Add-ons in Blender? Include parameters, examples, warnings and best practices.

assistant: Search Add-ons
:   Blender comes with some preinstalled Add-ons already, ready to be enabled.
    But you can also add your own, or any interesting ones you find on the web.

Enabled Add-ons Only
:   Shows only enabled add-ons for the current Category.

Add-on Tags
:   Add-ons are assigned categories by what areas of Blender they affect.
user: Show practical ways to work with Vertex Groups Panel in a Blender add-on or script – include code.

assistant: # Vertex Groups Panel

[image reference removed]

The Vertex Group panel.

Vertex groups are maintained within the *Object Data* Properties, in the *Vertex Groups* panel.

Active Vertex Group
:   A [List view](../../../../interface/controls/templates/list_view.xhtml#ui-list-view).

    Lock
    :   Locks the group from being editable. You can only rename or delete the group.

Add Vertex Group
:   Create an empty vertex group.

Remove Vertex Group
:   Deletes the active vertex group.

Vertex Group Specials
:   Sort by Name
    :   Sorts vertex groups alphabetically.

    Sort by Bone Hierarchy

    Duplicate Vertex Group
    :   Add a copy of the active vertex group as a new group.
        The new group will be named like the original group with “_copy” appended at the end of its name.
        And it will contain associations to exactly the same vertices
        with the exact same weights as in the source vertex group.

    Copy Vertex Group to Selected
    :   Copy all vertex groups to other selected objects provided they have matching indices
        (typically this is true for copies of the mesh which are only deformed and not otherwise edited).

    Mirror Vertex Group
    :   Mirrors weights and/or flips group names.
        See [Mirror Vertex Group](../../../../sculpt_paint/weight_paint/editing.xhtml#bpy-ops-object-vertex-group-mirror) for more information.

    Mirror Vertex Group (Topology)
    :   Performs the *Mirror Vertex Group* with [Topology Mirror](../../tools/tool_settings.xhtml#bpy-types-mesh-use-mirror-topology) enabled.

    Remove from All Groups
    :   Unassigns the selected vertices from all (even locked) groups.
        After this operation has been performed, the vertices will no longer be contained in any vertex group.
        (Not available for locked groups.)

    Clear Active Group
    :   Remove all assigned vertices from the active group. The group is made empty.
        Note that the vertices may still be assigned to other vertex groups of the object.
        (Not available for locked groups.)

    Delete All Unlocked Groups
    :   Remove all vertex groups from the object that are *not* locked.

    Delete All Groups
    :   Remove all vertex groups from the object.

    Lock All
    :   Lock all groups.

    Unlock All
    :   Unlock all groups.

    Lock Invert All
    :   Invert group locks.
user: Explain Active Element in complete detail according to the official Blender documentation.

assistant: [image reference removed]

Active Element panel.

These settings apply only to the selected metaball element.

Type
:   Changes the [primitive shape](primitives.html) of the meta object.

Stiffness
:   Controls the influence range for individual metaball elements, unlike *Influence Threshold*
    which controls the influence for the entire [meta family](editing.html#meta-ball-object-families).
    This essentially defines how sensitive a meta is to being affected by other metas.
    With a low stiffness, the meta will begin to deform from further away.
    A higher value means the meta needs to be close to another one to begin merging.
    The *Stiffness* is visualized by the *green ring* and can be selected and [scaled](../../scene_layout/object/editing/transform/scale.html#bpy-ops-transform-resize)
    to also change the *Stiffness* value.

    To be visible, the *Stiffness* must be slightly larger than the *Threshold* value.

    [[image reference removed]](../../_images/modeling_metas_editing_stiffness.png)

    The left meta ball, has a smaller *Stiffness* value than the right one.

Radius
:   Controls the physical size of the metaball.
    This works the same as scaling the metaball in Object Mode.
    The *Radius* is visualized by the *white ring* and can be selected and [scaled](../../scene_layout/object/editing/transform/scale.html#bpy-ops-transform-resize)
    to also change the *Radius* value.

Negative
:   Controls whether the influence is *positive* or *negative*.

    A *positive* influence is defined as an attraction,
    meaning that the meshes will stretch towards each other as the *rings of influence* intersect.
    The opposite effect would be a *negative* influence where the objects repel each other.

    |  |  |
    | --- | --- |
    | ../../_images/modeling_metas_editing_family.png   Positive influence of three metaballs. | ../../_images/modeling_metas_editing_negative-influence.png   Negative influence of a meta ball; the first is negative and the second positive. |

Hide
:   As in [Show/Hide](../../scene_layout/object/editing/show_hide.html#object-show-hide) in Object Mode, you can hide the selected meta(s),
    and then reveal what was hidden. This is very handy for cleaning your views up a bit.
user: How do I use ShaderNodeCombineXYZ(ShaderNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # ShaderNodeCombineXYZ(ShaderNode)

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

*class* bpy.types.ShaderNodeCombineXYZ(*ShaderNode*)
:   Create a vector from X, Y, and Z components

    *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: How do I use FloorConstraint(Constraint) in Blender? Include parameters, examples, warnings and best practices.

assistant: # FloorConstraint(Constraint)

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

*class* bpy.types.FloorConstraint(*Constraint*)
:   Use the target object for location limitation

    floor_location
    :   Location of target that object will not pass through

        Type:
        :   enum in [`'FLOOR_X'`, `'FLOOR_Y'`, `'FLOOR_Z'`, `'FLOOR_NEGATIVE_X'`, `'FLOOR_NEGATIVE_Y'`, `'FLOOR_NEGATIVE_Z'`], default `'FLOOR_X'`

    offset
    :   Offset of floor from object origin

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

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

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

    target
    :   Target object

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

    use_rotation
    :   Use the target’s rotation to determine floor

        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 Bpy.Types.Subsurfmodifier in Blender? Include parameters, examples, warnings and best practices.

assistant: bclass_py() Inherited Properties Inherited Functions
user: Describe Introduction from the Blender manual or Python API, including usage steps and snippets.

assistant: # Introduction

Shape keys are used to deform objects into new shapes for animation.
In other terminology, shape keys may be called *morph targets* or *blend shapes*.

The most common use cases for shape keys are in character facial animation
(e.g. mouth positions, expressions, phonemes) and in refining a skeletal rig.
They are particularly useful for modeling organic, soft body parts and muscles,
where additional control over the resulting shape is needed beyond what can be achieved
with transformations such as rotation or scale.

Shape keys can be applied to object types with vertices, such as meshes, curves, surfaces, and lattices.

[image reference removed]

Example of a mesh with different shape keys applied.
user: Describe References from the Blender manual or Python API, including usage steps and snippets.

assistant: |  |  |
| --- | --- |
| - [`IDOverrideLibraryProperty.operations`](bpy.types.IDOverrideLibraryProperty.html#bpy.types.IDOverrideLibraryProperty.operations "bpy.types.IDOverrideLibraryProperty.operations") |  |
user: Provide the full official documentation entry for Select Edge Rings, preserving all code examples.

assistant: In *Edge* select mode, holding `Ctrl`-`Alt`
while selecting an edge (or two vertices) selects a sequence of edges that are not connected,
but on opposite sides to each other continuing along a [face loop](../structure.xhtml).

As with edge loops, you can also select edge rings based on current selection,
using either Select ‣ Select Loops ‣ Edge Rings.

[image reference removed]

A selected edge loop, and a selected edge ring.

In Fig. [A selected edge loop, and a selected edge ring.](#fig-mesh-select-advanced-loop-ring) the same edge was clicked on,
but two different “groups of edges” were selected, based on the different tools.
One is based on edges during computation and the other is based on faces.
user: Describe Bpy.Types.Shrinkwrapconstraint from the Blender manual or Python API, including usage steps and snippets.

assistant: rinkwrapConstraint.project_axis_space ShrinkwrapConstraint.project_limit ShrinkwrapConstraint.shrinkwrap_type ShrinkwrapConstraint.target ShrinkwrapConstraint.track_axis ShrinkwrapConstraint.use_invert_cull ShrinkwrapConstraint.use_project_opposite ShrinkwrapConstraint.use_track_normal ShrinkwrapConstraint.wrap_mode ShrinkwrapConstraint.bl_rna_get_subclass() ShrinkwrapConstraint.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Curves
:   The input geometry containing the curves whose segment lengths should be restored.

Selection
:   A boolean field selecting which points or segments are affected.
    Unselected elements remain unchanged.

Factor
:   Controls the overall influence of the length restoration.
    A value of 0.0 leaves the curves as they are, while 1.0 fully restores the original segment lengths.

Reference Position
:   The reference position of the curve points before deformation.
    This is used to compute the original segment lengths that the node will attempt to restore.

Pin at Parameter
:   Specifies a parameter along each curve to act as a fixed anchor point during restoration.
    The operation adjusts other points relative to this pinned location, preventing unwanted shifting.
user: Describe Options from the Blender manual or Python API, including usage steps and snippets.

assistant: # Options

Bleed
:   Seam Bleed extends the paint beyond UV island bounds to avoid visual artifacts
    (like bleed for baking).

Dither
:   Amount of dithering when painting on 8-bit images.

Occlude
:   With Geometry occlusion active only exposed (not hidden by other mesh parts) pixels are affected.
    This also allows for 3D stencils to be used to mask out areas of the surface too.

Backface Culling
:   With backface culling enabled you can only paint on the front side of faces.
user: Give a detailed overview of Camera: syntax, arguments, return values, common patterns.

assistant: # Camera

This panel contains all settings of the camera used for filming the movie
which is currently being edited in the Clip editor.
Different predefined settings can be used here and can be chosen from the panel header.
But such settings as distortion coefficients and principal point are not included in the presets and
should be filled in even if camera presets are used.

Sensor Width
:   Is the width of the CCD sensor in the camera. This value can be found in camera specifications.

Pixel Aspect
:   Is the pixel aspect of the CCD sensor. This value can be found in camera specifications,
    but can also be guessed. For example, you know that the footage should be 1920×1080,
    but the images themselves are 1280×1080. In this case, the pixel aspect is: 1920 / 1280 = 1.5.
user: Explain Inherited Properties in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`GreasePencilTreeNode.name`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.name "bpy.types.GreasePencilTreeNode.name") - [`GreasePencilTreeNode.hide`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.hide "bpy.types.GreasePencilTreeNode.hide") - [`GreasePencilTreeNode.lock`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.lock "bpy.types.GreasePencilTreeNode.lock") - [`GreasePencilTreeNode.select`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.select "bpy.types.GreasePencilTreeNode.select") - [`GreasePencilTreeNode.use_onion_skinning`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.use_onion_skinning "bpy.types.GreasePencilTreeNode.use_onion_skinning") | - [`GreasePencilTreeNode.use_masks`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.use_masks "bpy.types.GreasePencilTreeNode.use_masks") - [`GreasePencilTreeNode.channel_color`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.channel_color "bpy.types.GreasePencilTreeNode.channel_color") - [`GreasePencilTreeNode.next_node`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.next_node "bpy.types.GreasePencilTreeNode.next_node") - [`GreasePencilTreeNode.prev_node`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.prev_node "bpy.types.GreasePencilTreeNode.prev_node") - [`GreasePencilTreeNode.parent_group`](bpy.types.GreasePencilTreeNode.html#bpy.types.GreasePencilTreeNode.parent_group "bpy.types.GreasePencilTreeNode.parent_group") |
user: How do I use Image Texture Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Image Texture Node

[image reference removed]

The *Image Texture* node is used to add an image file as a texture.
The image data is sampled with the input Vector and outputs a Color and Alpha value.
user: Explain Grease Pencil in complete detail according to the official Blender documentation.

assistant: # Grease Pencil

This mode lets you adjust the timing of a [Grease Pencil object’s](../../../grease_pencil/introduction.xhtml)
animation frames. It is especially useful for blocking out shots.

[image reference removed]
user: Provide the full official documentation entry for Access Token, preserving all code examples.

assistant: Some repositories may require authentication. The user can specify an `access token` for a repository,
which is passed along with the API request from Blender.

This is passed to the servers via an Authorization header:

```
curl -i https://extensions.blender.org/api/v1/extensions/ \
     -H "Accept: application/json" \
     -H "Authorization: Bearer abc29832befb92983423abcaef93001"
```
user: Explain Dyntopo in complete detail according to the official Blender documentation.

assistant: Dynamic topology (aka Dyntopo) is a dynamic tessellation
sculpting method that automatically adds and removes topology under the brush.

[image reference removed]

Unlike the Voxel Remesher, this makes it possible to sculpt complex shapes
without thinking about the resolution or topology.
It also allows to define a different resolution wherever necessary.
Much more complex base mesh sculpting is especially useful with this technique.

The disadvantages of this technique are a slower performance and limited support for some sculpt mode features.
Custom attributes like Color Attributes, UV Maps and Face Sets are also lost or corrupted when using Dyntopo.

This feature shares the same shortcuts with voxel remeshing when enabled.
Use `R` to define the resolution and `Ctrl`-`R` to flood fill the resolution (if Constant Detail is used).

[image reference removed]

Brushes like [Density](../brushes/simplify.xhtml),
[Snake Hook](../brushes/snake_hook.xhtml)
and [Clay Strips](../brushes/clay_strips.xhtml) work especially well with this feature.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`Gizmo.target_set_operator`](bpy.types.Gizmo.html#bpy.types.Gizmo.target_set_operator "bpy.types.Gizmo.target_set_operator") - [`KeyConfigurations.find_item_from_operator`](bpy.types.KeyConfigurations.html#bpy.types.KeyConfigurations.find_item_from_operator "bpy.types.KeyConfigurations.find_item_from_operator") - [`KeyMapItem.properties`](bpy.types.KeyMapItem.html#bpy.types.KeyMapItem.properties "bpy.types.KeyMapItem.properties") - [`KeyMapItems.find_from_operator`](bpy.types.KeyMapItems.html#bpy.types.KeyMapItems.find_from_operator "bpy.types.KeyMapItems.find_from_operator") - [`Macro.properties`](bpy.types.Macro.html#bpy.types.Macro.properties "bpy.types.Macro.properties") - [`Operator.description`](bpy.types.Operator.html#bpy.types.Operator.description "bpy.types.Operator.description") - [`Operator.properties`](bpy.types.Operator.html#bpy.types.Operator.properties "bpy.types.Operator.properties") - [`OperatorMacro.properties`](bpy.types.OperatorMacro.html#bpy.types.OperatorMacro.properties "bpy.types.OperatorMacro.properties") | - [`UILayout.operator`](bpy.types.UILayout.html#bpy.types.UILayout.operator "bpy.types.UILayout.operator") - [`UILayout.operator_menu_enum`](bpy.types.UILayout.html#bpy.types.UILayout.operator_menu_enum "bpy.types.UILayout.operator_menu_enum") - [`UILayout.operator_menu_hold`](bpy.types.UILayout.html#bpy.types.UILayout.operator_menu_hold "bpy.types.UILayout.operator_menu_hold") - [`UILayout.template_popup_confirm`](bpy.types.UILayout.html#bpy.types.UILayout.template_popup_confirm "bpy.types.UILayout.template_popup_confirm") - [`WindowManager.operator_properties_last`](bpy.types.WindowManager.html#bpy.types.WindowManager.operator_properties_last "bpy.types.WindowManager.operator_properties_last") - [`WorkSpaceTool.operator_properties`](bpy.types.WorkSpaceTool.html#bpy.types.WorkSpaceTool.operator_properties "bpy.types.WorkSpaceTool.operator_properties") - [`XrActionMapItem.op_properties`](bpy.types.XrActionMapItem.html#bpy.types.XrActionMapItem.op_properties "bpy.types.XrActionMapItem.op_properties") |
user: Provide the full official documentation entry for LineStyleColorModifier_AlongStroke(LineStyleColorModifier), preserving all code examples.

assistant: # LineStyleColorModifier_AlongStroke(LineStyleColorModifier)

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

*class* bpy.types.LineStyleColorModifier_AlongStroke(*LineStyleColorModifier*)
:   Change line color along stroke

    blend
    :   Specify how the modifier value is blended into the base value

        Type:
        :   enum in [Ramp Blend Items](bpy_types_enum_items/ramp_blend_items.html#rna-enum-ramp-blend-items), default `'MIX'`

    color_ramp
    :   Color ramp used to change line color

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

    expanded
    :   True if the modifier tab is expanded

        Type:
        :   boolean, default False

    influence
    :   Influence factor by which the modifier changes the property

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

    type
    :   Type of the modifier

        Type:
        :   enum in [Linestyle Color Modifier Type Items](bpy_types_enum_items/linestyle_color_modifier_type_items.html#rna-enum-linestyle-color-modifier-type-items), default `'ALONG_STROKE'`, (readonly)

    use
    :   Enable or disable this modifier during stroke rendering

        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](#bpy.types.LineStyleColorModifier_AlongStroke.type "bpy.types.LineStyleColorModifier_AlongStroke.type")
user: Explain Brush Settings in complete detail according to the official Blender documentation.

assistant: ### General

Strength
:   The strength of the smoothing is relative to the density of the mesh.
    If the resolution is increased on the sculpted mesh,
    the strength of the smooth brush will be weaker than before and needs to be increased.

Direction `Ctrl`
:   Smooth
    :   Smooths the surface of the mesh.

    Enhance Details
    :   Enhances details on the surface of the mesh by applying a smoothing operation in the opposite direction.

### Unique

Deformation
:   There are two deformation types.

    Laplacian:
    :   Smooths the surface and volumes. This is the default behavior.

    Surface:
    :   Smooths only the surface of the mesh, while preserving the volume.

        Shape Preservation
        :   How much of the original shape is preserved while smoothing. Increasing the value
            reduces the effect of having multiple iterations on the strength of smoothing.

        Per-Vertex Displacement
        :   How much the position of each individual vertex influences the final result.
            Increasing the value reduces the overall strength of smoothing.

        Iterations
        :   Number of smoothing iterations per brush step.
user: Describe Sculpting Options from the Blender manual or Python API, including usage steps and snippets.

assistant: Selection Mask
:   Sculpt Mode in Grease Pencil allows you to select points or strokes to restrict the effect
    of the sculpting tools to only a certain areas of your drawing.

    You can use the selection tools in the Toolbar for a quick selection.
    You can restrict sculpting only on the selected points or strokes with the Selection mode buttons.
    The three modes can be toggled with `1`, `2`, or `3` respectively.

Multiframe
:   Sometimes you may need to modify several frames at the same time with the sculpting tools.

    You can activate multiframe editing with the Multiframe button next to the modes selector (faded lines icon).
    See [Multiframe](../../multiframe.xhtml) for more information.
user: Describe Inputs from the Blender manual or Python API, including usage steps and snippets.

assistant: Image
:   Standard color input image.

Highlights
:   The color tint applied to the bright areas of the image.

Factor Highlights
:   Controls how strongly the *Highlights* color affects the bright regions.
    A value of 0 disables the effect, while 1 applies it fully.

Shadows
:   The color tint applied to the darker areas of the image.

Factor Shadows
:   Controls the strength of the *Shadows* tint.

### Transition

Balance
:   Shifts the midpoint that defines what parts of the image are considered highlights or shadows.
    Increasing this value favors the highlight color; decreasing it favors the shadow color.

Smoothness
:   Adjusts how gradually the image transitions between tinted shadows and highlights.
    Higher values create a smooth, natural blend; lower values make the transition more abrupt.
user: Explain Examples in complete detail according to the official Blender documentation.

assistant: The left image shows the “wire” in place and after chroma keying has been applied. You will see you are left
with a blank space – it’s shown as a black line here but it will be alpha in your Blender output.

[image reference removed]

Inpaint Node example.

Inpainting fills in a couple of pixels using the surrounding image and voilà… your wire is removed.

Inpainting can also cover up a multitude of other minor sins
such as control points for motion capture: use it sparingly and it will amaze.
user: Show practical ways to work with Brush Settings in a Blender add-on or script – include code.

assistant: ### General

Pinch
:   Adds a consistent pinching effect to your stroke.
    If set to 0 it the brush will behave like the
    [Draw](draw.xhtml) brush.
    If set to 1 and the brush strength set to 0, the brush
    will behave like a [Pinch](pinch.xhtml) brush.
user: Provide the full official documentation entry for Set Material Node, preserving all code examples.

assistant: # Set Material Node

[image reference removed]

The *Set Material* changes the material assignment in the specified selection,
by adjusting the `material_index` attribute. If the material is already used
on the geometry, the existing material index will be reused.
user: What is Introduction and how is it used in Blender Python scripting?

assistant: # Introduction

Cloth simulation is one of the hardest aspects of computer graphics,
it is a deceptively simple real-world item that is taken for granted,
but it actually has very complex internal and environmental interactions.
Cloth is commonly modeled as 2D mesh to simulate real world objects such as fabrics, flags, banners.
And yet cloth can also be used to model 3D objects such as teddy bears, pillows, balloons, or balls.

Cloth interacts with and is affected by other moving objects,
the wind and other forces, as well as a general aerodynamic model,
all of which is under your control.

|  |  |  |
| --- | --- | --- |
| ../../_images/physics_cloth_introduction_example1.jpg   Cloth example. | ../../_images/physics_cloth_introduction_oncarved-wood.jpg   Cloth on carved wooden men (made by motorsep). | ../../_images/physics_cloth_introduction_example2.jpg   Cloth example. |

Once Cloth physics have been added to a mesh, a [Cloth Modifier](../../modeling/modifiers/physics/cloth.html)
will be added to the object’s modifier stack. As a modifier then,
it can interact with other modifiers, such as *Armature* and *Smooth*. In these cases,
the ultimate shape of the mesh is computed in accordance with the order of the modifier stack.
For example, you should smooth the cloth *after* the modifier computes the shape of the cloth.

You can *Apply* the Cloth Modifier to freeze, or lock in,
the shape of the mesh at that frame, which removes the modifier. For example,
you can drape a flat cloth over a table, let the simulation run, and then apply the modifier.
In this sense, you are using the simulator to save yourself a lot of modeling time.

Results of the simulation are saved in a cache, so that the shape of the mesh,
once calculated for a frame in an animation, does not have to be recomputed again.
If changes to the simulation are made, you have full control over clearing the cache and re-running the simulation.
Running the simulation for the first time is fully automatic and no baking or separate step interrupts the workflow.

Computation of the shape of the cloth at every frame is automatic and done in the background;
thus you can continue working while the simulation is computed. However, it is CPU-intensive
and depending on the power of your PC and the complexity of the simulation,
the amount of CPU needed to compute the mesh varies, as does the lag you might notice.
user: Give a detailed overview of Scale Envelope Distance: syntax, arguments, return values, common patterns.

assistant: You can alter the size of the Bone Envelope volume by clicking on the body of the bone you want to alter,
`Ctrl`-`Alt`-`S` then drag your mouse left or right and the Bone Envelope volume will alter accordingly.

You can also alter the Bone Envelope volume by selecting the Bone you wish to alter and
then navigate to Properties ‣ Bone ‣ Deform ‣ Envelope ‣ Distance
then enter a new value into it.

Altering the Bone Envelope volume does not alter the size of the bone just the range
within which it can influence vertices of child objects.

Envelope scaling example.

|  |  |
| --- | --- |
| ../../../../_images/animation_armatures_bones_editing_transform_scaling-bone-radius-3.png   A single bone selected in Envelope visualization. | ../../../../_images/animation_armatures_bones_editing_transform_scaling-bone-radius-5.png   Its envelope distance scaled. |

“Bone size” scaling example.

|  |  |  |
| --- | --- | --- |
| ../../../../_images/animation_armatures_bones_editing_transform_scaling-bone-size-1.png   A single “default size” bone selected in B-Bone visualization. | ../../../../_images/animation_armatures_bones_editing_transform_scaling-bone-size-2.png   Its envelope distance scaled. | ../../../../_images/animation_armatures_bones_editing_transform_scaling-bone-size-3.png   The same armature in Object Mode and B-Bone visualization, with Bone.004’s size scaled up. |
user: Give a detailed overview of MovieTrackingObjects(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # MovieTrackingObjects(bpy_struct)

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

*class* bpy.types.MovieTrackingObjects(*bpy_struct*)
:   Collection of movie tracking objects

    active
    :   Active object in this tracking data object

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

    new(*name*)
    :   Add tracking object to this movie clip

        Parameters:
        :   **name** (*string**,* *(**never None**)*) – Name of new object

        Returns:
        :   New motion tracking object

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

    remove(*object*)
    :   Remove tracking object from this movie clip

        Parameters:
        :   **object** ([`MovieTrackingObject`](bpy.types.MovieTrackingObject.html#bpy.types.MovieTrackingObject "bpy.types.MovieTrackingObject"), (never None)) – Motion tracking object to be removed

    *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 Example: syntax, arguments, return values, common patterns.

assistant: Opacity Factor samples.

|  |  |  |
| --- | --- | --- |
| <../../../_images/grease-pencil_modifiers_color_texture-mapping_1.png>   Rotation: 0°. | <../../../_images/grease-pencil_modifiers_color_texture-mapping_2.png>   Rotation: 45°. | <../../../_images/grease-pencil_modifiers_color_texture-mapping_3.png>   Rotation: 90°. |
user: Give a detailed overview of GeometryNodeInstancesToPoints(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodeInstancesToPoints(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.GeometryNodeInstancesToPoints(*GeometryNode*)
:   Generate points at the origins of instances.
    Note: Nested instances are not affected by this node

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Image
:   Standard color input.

X, Y
:   Used to move the input image horizontally and vertically.

Angle
:   Used to rotate an image around its center.
    Positive values rotate counter-clockwise and negative ones clockwise.

Scale
:   Used to resize the image. The scaling is relative, meaning a value of 0.5
    gives half the size and a value of 2.0 gives twice the size of the original image.

### Sampling

Filter
:   Determines how pixel values are interpolated when scaling or transforming images.

    Nearest:
    :   Uses the value of the closest pixel with no smoothing.
        This is the fastest method and is well-suited for pixel art or low-resolution images
        where sharp, blocky edges are desirable.
        In animations, motion appears in single-pixel steps, which can cause visible jittering.

    Bilinear:
    :   Averages the values of surrounding pixels to create a smoother result than *Nearest*.
        Provides a good balance between performance and visual quality.

    Bicubic:
    :   Computes a weighted average of a larger neighborhood of pixels for even smoother results.
        Ideal for photographic images or gradients where preserving fine detail is important.

    Anisotropic:
    :   Adjusts interpolation based on the direction and scale of the transformation.
        Helps reduce blurring or aliasing when scaling at steep angles or uneven resolutions,
        especially useful in textures viewed at oblique angles or in detailed 3D projections.

Extension X/Y
:   The extension mode applied to the X axis.

    Clip:
    :   Areas outside of the image are filled with transparency.

    Extend:
    :   Areas outside of the image are filled with the closest boundary pixel in the image.

    Repeat:
    :   Areas outside of the image are filled with repetitions of the image.