PGCRYPT/OpenBlender_Train huggingface dataset:
user: Describe skin.anchor from the Blender manual or Python API, including usage steps and snippets.

assistant: This rig effectively acts as a zero-length chain with highest priority,
ensuring that it becomes the owner when merging controls with other chains.
And also allowing one to input custom automation influence into the skin system.

All constraints on the meta-rig bone are moved to the created control.

Generate Deform Bone
:   Creates a deformation bone parented to the control.

Suppress Control
:   Makes the control a hidden mechanism bone to hide it from the user.

Widget Type
:   Selects which widget to generate for the control.

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

Orientation
:   Specifies the bone used to orient the control, like for other chains.
user: Explain Conventions Used in This Manual in complete detail according to the official Blender documentation.

assistant: ### Keyboard

Hotkeys are shown in this manual as they appear on a keyboard. For example:

|  |  |
| --- | --- |
| `G` | The “G” key by itself (as though you were typing a lowercase “g”). |
| `Shift`, `Ctrl`, `Alt` | Modifier keys. |
| `Ctrl`-`W`, `Shift`-`Alt`-`A` | Keys pressed simultaneously. |
| `0` to `9` | The number keys on the row above the letters. |
| `Numpad0` to `Numpad9`, `NumpadPlus` | The keys on the separate numeric keypad. |

Other keys are referred to by name, such as `Esc`, `Tab`,
and `F1` through `F12`.
Arrow keys are written as `Left`, `Right`, and so on.

### Mouse

Mouse buttons and wheel actions are referred to as:

|  |  |
| --- | --- |
| `LMB` | Left Mouse Button |
| `RMB` | Right Mouse Button |
| `MMB` | Middle Mouse Button |
| `Wheel`, `WheelUp`, `WheelDown` | Scrolling the mouse wheel. |
user: Show practical ways to work with Set Point Radius Node in a Blender add-on or script – include code.

assistant: # Set Point Radius Node

[image reference removed]

The *Set Point Radius* node controls the size each selected point cloud point should display with in the viewport.

The input node for this data is the [Radius Node](../geometry/read/radius.html).
user: Describe Format from the Blender manual or Python API, including usage steps and snippets.

assistant: # Format

[image reference removed]

Format panel.

Several render presets exist with common resolution and frame rates
for TVs and screens can be selected in the panel header.

Resolution X, Y
:   The number of pixels horizontally and vertically in the image.

Percentage
:   Slider to reduce or increase the size of the rendered image relative to the *Resolution* values.
    This is useful for small test renders that have the same proportions as the final image.

Aspect X, Y
:   Older televisions may have non-square pixels,
    so this can be used to control the shape of the pixels along the respective axis.
    This will *pre-distort* the images which will look stretched on a computer screen,
    but which will display correctly on a TV set.
    It is important that you use the correct pixel aspect ratio when rendering to prevent re-scaling,
    resulting in lowered image quality.

Render Region
:   Renders just a portion of the view instead of the entire frame.
    See the [Render Region](../../../editors/3dview/navigate/regions.html#editors-3dview-navigate-render-region)
    documentation to see how to define the size of the render region.

Crop to Render Region
:   Crops the rendered image to the size of the render region,
    instead of rendering a transparent background around it.

Frame Rate
:   The number of frames that are displayed per second, relevant for [Animation](../animation.html).
    The menu gives several common frame rates, custom frame rates can be used by selecting *Custom*
    which gives access to the following properties:

    FPS
    :   The frame rate, expressed in frames per second.

    Base
    :   Some standards require a more precise frame rate, for example NTSC.
        These can be represent as a fraction where the *Base* value
        is used as the fraction’s denominator and the FPS being the numerator:
        \(\frac{FPS}{Base}\).
user: Describe Velocity from the Blender manual or Python API, including usage steps and snippets.

assistant: # Velocity

The initial velocity of particles can be set through different parameters,
based on the type of the particle system.
If the particle system type is Emitter or Hair,
then the following parameters give the particle an initial velocity.

Normal
:   The emitter’s surface normals (i.e. let the surface normal give the particle a starting speed).

Tangent
:   Let the tangent speed give the particle a starting speed.

Tangent Phase
:   Rotates the surface tangent.

Object Align
:   Give an initial velocity in the X, Y, and Z axes.

    X, Y, Z

Object Velocity
:   The emitter objects movement (i.e. let the object give the particle a starting speed).

Randomize
:   Gives the starting speed a random variation.
    You can use a texture to only change the value, see Controlling Emission, Interaction and Time.
user: Show practical ways to work with Properties in a Blender add-on or script – include code.

assistant: Offset
:   The relative offset of the next row of bricks.

Frequency
:   Offset every N rows. The brick pattern offset repeats every N rows.

Squash
:   Scales the bricks in every N rows by this amount.

Frequency
:   Squash every N rows.
user: How do I use NodeSocketFloatFrequency(NodeSocketStandard) in Blender? Include parameters, examples, warnings and best practices.

assistant: # NodeSocketFloatFrequency(NodeSocketStandard)

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

*class* bpy.types.NodeSocketFloatFrequency(*NodeSocketStandard*)
:   Floating-point number socket of a node

    default_value
    :   Input value used for unconnected socket

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

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

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # Object

Friction
:   The friction of the surrounding medium. Generally friction dampens a movement.
    The larger the friction, the more viscous is the medium.
    Friction always appears when a vertex moves relative to its surround medium.

Mass
:   Mass value for vertices.
    Larger mass slows down acceleration, except for gravity where the motion is constant regardless of mass.
    Larger mass means larger inertia, so also braking a soft body is more difficult.

Control Point
:   You can paint weights and use a specified vertex group for mass values.
user: Explain Point to Target in complete detail according to the official Blender documentation.

assistant: All selected normals are set to point from their vertex to the target
after confirmed by `Return` or `LMB`.

A target is set by the keys:

- The mouse cursor `M`
- The pivot `L`
- The object origin `O`
- The cursor (set at this click) `Ctrl`-`LMB`
- A mesh item selection (set by this click) `Ctrl`-`RMB`

Mode
:   The tool operation can be modified; if one of the following keys has been previously pressed:

    Align `A`
    :   All normals will point in the same direction: from the center of selected points to the target.

    Spherize `S`
    :   Each normal will be an interpolation between its original value and the direction to the target.

    Invert `I`
    :   The normal directions are reversed from what was specified above.

Reset `R`
:   Will reset the custom normals back to what they were when the operation started.
user: Give a detailed overview of Flip Node: syntax, arguments, return values, common patterns.

assistant: # Flip Node

[image reference removed]

The *Flip* node flips the input image horizontally, vertically, or both, based on the inputs provided.

This node can be used to mirror an image or as part of a compositing setup that blends the original
image with a flipped version to achieve symmetry effects.
user: Give a detailed overview of Erase Tool: syntax, arguments, return values, common patterns.

assistant: # Erase Tool

The Erase tool erases already drawn strokes.

The Erase tool uses any of the Grease Pencil *Erase* draw mode brushes.
Activating a brush from an asset shelf or brush selector will also activate this tool for convenience.
user: Describe Import Preferences From Previous Version from the Blender manual or Python API, including usage steps and snippets.

assistant: Selecting this option will copy preferences from an older version of Blender. Doing so will copy preferences and
startup files from the previous version of Blender and load them. This will include installed add-ons and extensions.

The preferences need to be imported from previous versions because the configuration files of each Blender version are
stored in separate folders. Refer to the [Blender’s Directory Layout](../../advanced/blender_directory_layout.xhtml) page for the location of these
folders.

If you would like to start fresh with the new version, continue to [Create New Preferences](#create-new-preferences).
user: Explain Rotate Instances Node in complete detail according to the official Blender documentation.

assistant: # Rotate Instances Node

[image reference removed]

The *Rotate Instances* node rotates geometry instances in local or global space.

The [Instances](../instances.xhtml) page contains more information about geometry instances.
user: Describe Map UV Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Map UV Node

[[image reference removed]](../../../_images/node-types_CompositorNodeMapUV.webp)

Map a texture using UV coordinates, to apply a texture to objects in compositing.

May be used in combination with the [Cryptomatte Node](../mask/cryptomatte.html)
to only apply the texture to specific objects.
user: Provide the full official documentation entry for Editing Weight Paint, preserving all code examples.

assistant: # Editing Weight Paint

[image reference removed]

Weight Paint Tools.

Blender provides a set of helper tools for Weight Painting.

The Subset Option

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

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

All tools also work with Vertex Selection Masking and Face Selection Masking.
In these modes the tools operate only on selected vertices or faces.
user: How do I use Tool Settings in Blender? Include parameters, examples, warnings and best practices.

assistant: You can configure the brush main settings exposed on the Tool Settings for convenience.
For the draw brushes configuration and settings see:
[Draw Brush](../brushes/draw.html).

Subdivisions
:   The number of stroke points between each stroke edge.

Thickness Profile
:   Use a [curve widget](../../../../interface/controls/templates/curve.html) to define the stroke thickness
    from the start (left) to end (right) of the stroke.

    Use Curve
    :   When enabled, the stroke use a curve profile to control the thickness along the line.

### Brush Asset

Picks the brush asset used by the tool.

See [Brush Asset](../tool_settings/brushes.html) for more information.

See [Draw Brushes](../brushes/draw.html) for a detailed list of all draw brushes and their options.

### Brush Settings

Parameters to control to look of the stroke.

See [Draw Brushes](../brushes/draw.html) for details.

### Color

Settings to determine the color of strokes.

See [Color](../tool_settings/color.html)
user: How do I use Adding a Modifier in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Modifiers panel.

Modifiers can be managed on the *Modifiers* tab of the Sidebar.
Select an F-Curve (in the channel region or by selecting one of its keyframes),
then click the *Add Modifier* dropdown and choose the modifier to add.
user: How do I use Remesh in Blender? Include parameters, examples, warnings and best practices.

assistant: Mesh objects, in particular meshes that have been modeled to represent organic objects,
often have geometry that is not particularly uniform.
This can cause problems if the object needs to be [rigged](../../../animation/introduction.html#animation-rigging)
or just needs simpler geometry for workflows such as 3D printing.
Remeshing is a technique that rebuilds the geometry with a more uniform topology.
Remeshing can either add or remove the amount of topology depending on the defined resolution.
Remeshing is especially useful for [sculpting](../../../sculpt_paint/sculpting/index.html),
to generate better topology after blocking out the initial shape.

See [Remeshing](../retopology.html) for more information.
user: Give a detailed overview of Creative Nodes: syntax, arguments, return values, common patterns.

assistant: # Creative Nodes

The *Creative Nodes* category provides artistic and stylistic effects that modify the appearance
of an image beyond simple correction or realism. These nodes allow for expressive, illustrative,
or cinematic looks by altering color, tone, texture, and clarity in visually distinctive ways.

They can be used to emulate analog photography, painterly effects, stylized post-processing,
or other forms of creative image treatment.
These effects are often applied toward the end of a compositing chain to finalize the mood,
style, or aesthetic of a scene.

---
user: Show practical ways to work with Notes on Scripted Expressions in a Blender add-on or script – include code.

assistant: When a driver uses a *Scripted Expression*, Blender can evaluate it without using
the fully featured Python interpreter if it is simple enough.
This means that drivers are fast to evaluate with simple divisions, additions and other “simple” expressions.
The built-in functions are always evaluated natively.

See [Simple Expressions](drivers_panel.xhtml#drivers-simple-expressions)
for a comprehensive list of expressions that can be evaluated natively.

When the expression is not simple, it will be evaluated using Python.
As a consequence, the driver will be slower and there is a security risk
if the author of the Python code is unknown.
This is an important thing to take into consideration for heavy scenes and
when sharing files with other people.
See also: [Auto run](../../advanced/scripting/security.xhtml).
user: What is CompositorNodeDenoise(CompositorNode) and how is it used in Blender Python scripting?

assistant: # CompositorNodeDenoise(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.CompositorNodeDenoise(*CompositorNode*)
:   Denoise renders from Cycles and other ray tracing renderers

    *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 TextureNodeCurveTime(TextureNode) in complete detail according to the official Blender documentation.

assistant: # TextureNodeCurveTime(TextureNode)

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

*class* bpy.types.TextureNodeCurveTime(*TextureNode*)
:   curve
    :   Type:
        :   [`CurveMapping`](bpy.types.CurveMapping.html#bpy.types.CurveMapping "bpy.types.CurveMapping"), (readonly)

    *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: Explain Render As in complete detail according to the official Blender documentation.

assistant: ### None

When set to *None*, particles are not rendered.
This is useful if you are using the particles to duplicate objects.

### Halo

Halos are rendered as glowing dots or a little cloud of light.
Although they are not really lights because they do not cast light into the scene like a light object.
They are called *Halos* because you can see them, but they do not have any substance.

### Path

[image reference removed]

The Visualization panel for Path visualization.

The *Path* visualization needs a [Hair](../hair/index.xhtml) particle system or
[Keyed](physics/keyed.xhtml) particles.

B-Spline
:   Interpolate hair using B-splines.
    This may be an option for you if you want to use low *Render* values.
    You loose a bit of control but gain smoother paths.

Steps
:   Set the number of subdivisions of the rendered paths (the value is a power of 2).
    You should set this value carefully,
    because if you increase the render value by two you need four times more memory to render.
    Also the rendering is faster if you use low render values (sometimes drastically).
    But how low you can go with this value depends on the waviness of the hair (the value is a power of 2).
    This means 0 steps give 1 subdivision,
    1 give 2 subdivisions, 2 → 4, 3 → 8, 4 → 16, … 𝓃 → 2𝓃.

### Timing

Absolute Path Time
:   Path timing is in absolute frames.

End
:   End time of the practical path.

Random
:   Give the path length a random variation.

### Object

Instance Object
:   The specified object is instanced in place of each particle.

Global Coordinates
:   Use object’s global coordinates for instancing.

Object Rotation
:   Use the rotation of the object.

Object Scale
:   Use the size of the object.

### Collection

Instance Collection
:   The objects that belong to a collection are instanced sequentially in the place of the particles.

Whole Collection
:   Use the whole group at once, instead of one of its elements, the group being displayed in place of each particle.

Pick Random
:   The objects in the group are selected in a random order, and only one object is displayed in place of a particle.

Global Coordinates
:   Use object’s global coordinates for instancing.

Object Rotation
:   Use the rotation of the objects.

Object Scale
:   Use the size of the objects.

#### Use Count

Use objects multiple times in the same groups.
Specify the order and number of times to repeat each object with the [list view](../../../interface/controls/templates/list_view.xhtml#ui-list-view) that appears.

Copy Particle Instance Object
:   Duplicates the selected object in the list.

Remove Particle Instance Object
:   Removes the selected object from the list.
user: Provide the full official documentation entry for Pressure, preserving all code examples.

assistant: Cloth pressure allows the simulation of soft-shelled objects
such as balloons or balls that are filled with a type of fluid.
This fluid is modeled as a gas; to emulate an incompressible liquid set
*Pressure Scale* as high as possible without breaking the simulation.
Cloth pressure can be enabled by toggling the checkbox in the *Pressure* panel header.

Pressure
:   The uniform pressure that is constantly applied to the mesh.
    This value is specified in units of *Pressure Scale*, and can be
    negative to simulate implosions or any other case where an object
    has outside pressure pushing inwards.

Custom Volume
:   Use the *Target Volume* parameter as the initial volume for the cloth,
    instead of computing it from the mesh itself.

Target Volume
:   The mesh volume where the inner/outer pressure will be the same.
    If set to zero, changes in the volume of the object will not affect pressure.

Pressure Scale
:   Ambient pressure (in kPa) that exists both inside and outside the object,
    balancing out when the volume matches the target. Increase the value to
    make the object resist changes in volume more strongly.

Fluid Density
:   Specifies the density of the fluid contained inside the object
    (in kg/liter = 1000 kg/m3, use 1 for water), used to generate
    a hydrostatic pressure gradient that simulates the weight of the fluid.
    If the value is negative, it instead models buoyancy from a surrounding fluid.

    The fluid is not actually simulated, so while the setting helps to achieve
    a more plausible object shapes at rest, it cannot create realistic fluid dynamics effects.
    It can also be used to give more weight to a soft body like object with heavy and
    sufficiently flexible filling, even if it is not a fluid by itself.

    The volume of the object is not preserved. If that is desired it should be used
    together with *Pressure Scale*. *Fluid density* times *object size* times 50
    is a good start value for *Scale* to make sure that no more than 10% volume change
    if the object does not experience higher acceleration than standard gravity.

Vertex Group
:   Cloth pressure can be controlled via a [Vertex Group](../../../modeling/meshes/properties/vertex_groups/index.xhtml)
    to specify which the portions of the mesh to apply pressure.
    Zero weight means no pressure while a weight of one means full pressure.

    Note, faces with a vertex that has zero weight will be excluded from the *Target Volume* calculation.
user: Provide the full official documentation entry for References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`GeometryNodeBake.bake_items`](bpy.types.GeometryNodeBake.html#bpy.types.GeometryNodeBake.bake_items "bpy.types.GeometryNodeBake.bake_items") - [`NodeGeometryBakeItems.new`](bpy.types.NodeGeometryBakeItems.html#bpy.types.NodeGeometryBakeItems.new "bpy.types.NodeGeometryBakeItems.new") | - [`NodeGeometryBakeItems.remove`](bpy.types.NodeGeometryBakeItems.html#bpy.types.NodeGeometryBakeItems.remove "bpy.types.NodeGeometryBakeItems.remove") |
user: How do I use Views in Blender? Include parameters, examples, warnings and best practices.

assistant: In Tracking Mode there are three different views available. You can toggle between view modes using
the View selector, which is located in the header.
When you selected a view in the whole area of the Movie Clip editor will change.
Hence, to display a curve or dope sheet view, the editor must be split into two,
with one switched to the curve or dope sheet view.
user: What is Outputs and how is it used in Blender Python scripting?

assistant: Output
:   Outputs the value from the input corresponding to the selected menu item, unchanged.

For each menu entry, an additional Boolean output is created.
The output corresponding to the selected item is *true*, and all others are *false*.
These Boolean outputs can be used to trigger different node branches, control visibility,
or drive conditional operations elsewhere in the node tree.
user: Describe GeometryNodeConvexHull(GeometryNode) from the Blender manual or Python API, including usage steps and snippets.

assistant: # GeometryNodeConvexHull(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.GeometryNodeConvexHull(*GeometryNode*)
:   Create a mesh that encloses all points in the input geometry with the smallest number of points

    *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 Options, preserving all code examples.

assistant: [image reference removed]

The Laplacian Deform modifier.

Repeat
:   How many iterations to do to improve the found solution.
    The objective is to find the rotation of the differential coordinates
    preserving the best possible geometric details.
    Details are retained better if more iterations are used,
    however, it will take longer to calculate.

    Deform horse example
    [blend-file](https://archive.blender.org/wiki/2015/uploads/a/a2/Apinzonf_Deform_Horse_example1.blend).

    |  |  |  |  |
    | --- | --- | --- | --- |
    | ../../../_images/modeling_modifiers_deform_laplacian-deform_cactus09.png   Original Model. | ../../../_images/modeling_modifiers_deform_laplacian-deform_cactus-repeat1.png   Repeat: 1. | ../../../_images/modeling_modifiers_deform_laplacian-deform_cactus-repeat2.png   Repeat: 2. | ../../../_images/modeling_modifiers_deform_laplacian-deform_cactus-repeat5.png   Repeat: 5. |
    | ../../../_images/modeling_modifiers_deform_laplacian-deform_horse-repeat0.jpg   Original Model. | ../../../_images/modeling_modifiers_deform_laplacian-deform_horse-repeat1.jpg   Repeat: 1. | ../../../_images/modeling_modifiers_deform_laplacian-deform_horse-repeat2.jpg   Repeat: 2. | ../../../_images/modeling_modifiers_deform_laplacian-deform_horse-repeat10.jpg   Repeat: 10. |

Anchor Weights
:   The group of vertices that the user will use to transform the model.
    The weight of each vertex does not affect the behavior of the modifier,
    the method only takes into account vertices with weight greater than 0.

    Invert
    :   Inverts the influence of the selected vertex group, meaning that the group
        now represents vertices that will not be deformed by the modifier.

        The setting reverses the weight values of the group.

Bind
:   The *Bind* button is what tells the *Laplacian Deform* modifier to actually capture the geometry details
    of the object, so that altering the anchor vertices actually alters the shape of the deformed object.

Unbind
:   After binding the modifier, you may later decide to make changes to the *Anchors Vertex Group*.
    To do so you will first need to *Unbind* the modifier before binding it again.
user: Describe ScrewModifier(Modifier) from the Blender manual or Python API, including usage steps and snippets.

assistant: # ScrewModifier(Modifier)

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

*class* bpy.types.ScrewModifier(*Modifier*)
:   Revolve edges

    angle
    :   Angle of revolution

        Type:
        :   float in [-inf, inf], default 6.28319

    axis
    :   Screw axis

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

    iterations
    :   Number of times to apply the screw operation

        Type:
        :   int in [1, 10000], default 1

    merge_threshold
    :   Limit below which to merge vertices

        Type:
        :   float in [0, inf], default 0.01

    object
    :   Object to define the screw axis

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

    render_steps
    :   Number of steps in the revolution

        Type:
        :   int in [1, 10000], default 16

    screw_offset
    :   Offset the revolution along its axis

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

    steps
    :   Number of steps in the revolution

        Type:
        :   int in [1, 10000], default 16

    use_merge_vertices
    :   Merge adjacent vertices (screw offset must be zero)

        Type:
        :   boolean, default False

    use_normal_calculate
    :   Calculate the order of edges (needed for meshes, but not curves)

        Type:
        :   boolean, default False

    use_normal_flip
    :   Flip normals of lathed faces

        Type:
        :   boolean, default False

    use_object_screw_offset
    :   Use the distance between the objects to make a screw

        Type:
        :   boolean, default False

    use_smooth_shade
    :   Output faces with smooth shading rather than flat shaded

        Type:
        :   boolean, default True

    use_stretch_u
    :   Stretch the U coordinates between 0 and 1 when UVs are present

        Type:
        :   boolean, default False

    use_stretch_v
    :   Stretch the V coordinates between 0 and 1 when UVs are present

        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: Provide the full official documentation entry for Edit Group, preserving all code examples.

assistant: With a node group selected, press `Tab` to move into it and see its content.
Press `Tab` again (or `Ctrl`-`Tab`) to leave the group and go back to
its parent, which could be the top-level node tree or another node group.
You can refer to the breadcrumbs in the top left corner of the node editor
to see where you are in the hierarchy.

[image reference removed]

Example of an expanded node group.
user: Show practical ways to work with Getting Started in a Blender add-on or script – include code.

assistant: Before contributing, you need an account at [projects.blender.org](https://projects.blender.org/).
Click the “Sign In” button and follow the prompts to create an account if you don’t already have one.

Once logged in, you can start editing directly from your browser.
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Object
:   Specific object to use for object space coordinates.
    This only affects the *Object* output.

From Instancer Cycles Only
:   If the object is generated by instancing from vertices or faces, use texture coordinates from instancer.
    This only affects the *Generated* and *UV* outputs.

    [image reference removed]

    From left to right: Sphere with a UV-mapped texture.
    Small spheres instanced to the faces of the textured sphere using
    [instancing from faces](../../../scene_layout/object/properties/instancing/faces.html).
    Small spheres with *From Instancer* enabled, using the UV map of the large sphere.
user: Describe Noise from the Blender manual or Python API, including usage steps and snippets.

assistant: # Noise

The *Noise* modifier uses a pseudo-random number generator to variably distribute the property along the stroke.

Amplitude
:   The maximum value of the noise. A higher amplitude means a less transparent (more solid) stroke.

Period
:   The period of the noise. This means how quickly the property value can change.
    A higher value means a more smoothly changing color along the stroke.

Seed
:   Seed used by the pseudo-random number generator.

Asymmetric Thickness only
:   Allows the thickness to be distributed unevenly at every point.
    Internally, the stroke is represented as a backbone with a thickness to the right and left side.
    All other thickness shaders make sure that the left and right thickness values are equal.
    For the Noise shader however, a meaningful (and good-looking) result
    can be created by assigning different values to either side of the backbone.

[image reference removed]

Effect generated with a noise thickness modifier using asymmetric thickness.
user: Give a detailed overview of Bridge Edge Loops: syntax, arguments, return values, common patterns.

assistant: # Bridge Edge Loops

*Bridge Edge Loops* connects multiple edge loops with faces.

Connect Loops
:   Open Loop:
    :   Loops connected with open ends.

    Closed Loop:
    :   Tries to connect to a circular loop (where the start and end are merged).

    Loop Pairs:
    :   Connects each even count of loops individually.

Merge
:   Merges edge loops rather than creating a new face.

Merge Factor
:   Which edge loop the edges are merged to, a value of 0.5 will merge at a half-way point.

Twist
:   Determines which vertices in both loops are connected to each other.

Number of Cuts
:   The number of intermediate edge loops used to bridge the distance between two loops.

Interpolation
:   Linear, Blend Path, Blend Surface

Smoothness
:   Smoothness of the *Blend Path* and *Blend Surface*.

Profile Factor
:   How much intermediary new edges are shrunk/expanded.

Profile Shape
:   The shape of the new edges.
    See the [Proportional Editing](../../../../editors/3dview/controls/proportional_editing.xhtml#bpy-types-toolsettings-proportional-edit-falloff) page
    for a description of each option.
user: Describe Project Point Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Project Point Node

[image reference removed]

Applies a projection matrix to a point. Specifically, this node turns the given
Euclidean vector (X, Y, Z) into the homogeneous vector (X, Y, Z, 1),
multiplies the given projection matrix by it,
and turns the resulting homogeneous vector back into a Euclidean one by dividing
it by the absolute value of its W component. This last step is also known as
perspective division.
user: Provide the full official documentation entry for Mask, preserving all code examples.

assistant: # Mask

This mode shows all the [masks](../../../movie_clip/masking/introduction.xhtml) in the blend-file
(that have at least one layer) and lets you adjust their keyframes.

[image reference removed]

The Mask mode of the Dope Sheet Editor.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: [image reference removed]

Limit Location constraint.

Minimum/Maximum X, Y, Z
:   The number fields determine the boundaries for each axis.
    The checkboxes determine whether each boundary applies.

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

[Owner](../interface/common.xhtml#rigging-constraints-interface-common-space)
:   The space for determining and limiting the position of the owner.

[Influence](../interface/common.xhtml#bpy-types-constraint-influence)
:   How strongly the constraint affects the owner.
user: Show practical ways to work with Object Shaderfx Type Items in a Blender add-on or script – include code.

assistant: # Object Shaderfx Type Items

FX_BLUR:
:   Blur.

    Apply Gaussian Blur to object.

FX_COLORIZE:
:   Colorize.

    Apply different tint effects.

FX_FLIP:
:   Flip.

    Flip image.

FX_GLOW:
:   Glow.

    Create a glow effect.

FX_PIXEL:
:   Pixelate.

    Pixelate image.

FX_RIM:
:   Rim.

    Add a rim to the image.

FX_SHADOW:
:   Shadow.

    Create a shadow effect.

FX_SWIRL:
:   Swirl.

    Create a rotation distortion.

FX_WAVE:
:   Wave Distortion.

    Apply sinusoidal deformation.
user: How do I use Geometry Batches in Blender? Include parameters, examples, warnings and best practices.

assistant: Geometry is drawn in batches.
A batch contains the necessary data to perform the drawing.
That includes an obligatory *Vertex Buffer* and an optional *Index Buffer*,
each of which is described in more detail in the following sections.
A batch also defines a draw type.
Typical draw types are `POINTS`, `LINES` and `TRIS`.
The draw type determines how the data will be interpreted and drawn.
user: Provide the full official documentation entry for Select More/Less, preserving all code examples.

assistant: Their purpose, based on the currently selected control points, is to reduce or enlarge this selection.

More
:   For each selected control point, select *all* its linked points (i.e. one or two…).

Less
:   For each selected control point, if *all* points linked to this point are selected, keep this one selected.
    Otherwise, deselect it.

This implies two points:

1. When *all* control points of a curve are selected, nothing will happen
   (as for *Less*, all linked points are always selected, and of course, *More* cannot add any).
   Conversely, the same goes when no control points are selected.
2. Second, these tools will never “go outside” of a curve
   (they will never “jump” to another curve in the same object).
user: Describe Clay Thumb from the Blender manual or Python API, including usage steps and snippets.

assistant: # Clay Thumb

Similar to the [Clay](clay.xhtml) brush.
It imitates the effect of deforming clay with the finger, accumulating material during the stroke.
The sculpt plane tilts during the stroke in the front part of the brush to achieve this effect.
user: Provide the full official documentation entry for Modifying Blender Data & Undo, preserving all code examples.

assistant: Any operator modifying Blender data should enable the `'UNDO'` option.
This will make Blender automatically create an undo step when the operator
finishes its `execute` (or `invoke`, see below) functions, and returns
`{'FINISHED'}`.

Otherwise, no undo step will be created, which will at best corrupt the
undo stack and confuse the user (since modifications done by the operator
may either not be undoable, or be undone together with other edits done
before). In many cases, this can even lead to data corruption and crashes.

Note that when an operator returns `{'CANCELLED'}`, no undo step will be
created. This means that if an error occurs *after* modifying some data
already, it is better to return `{'FINISHED'}`, unless it is possible to
fully undo the changes before returning.

```
import bpy

class DataEditOperator(bpy.types.Operator):
    bl_idname = "object.data_edit"
    bl_label = "Data Editing Operator"
    # The default value is only 'REGISTER', 'UNDO' is mandatory when Blender data is modified
    # (and does require 'REGISTER' as well).
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        context.object.location.x += 1.0
        return {'FINISHED'}

# Only needed if you want to add into a dynamic menu.
def menu_func(self, context):
    self.layout.operator(DataEditOperator.bl_idname, text="Blender Data Editing Operator")

# Register.
bpy.utils.register_class(DataEditOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)

# Test call to the newly defined operator.
bpy.ops.object.data_edit()
```
user: What is Normal Node and how is it used in Blender Python scripting?

assistant: # Normal Node

[image reference removed]

The *Normal* node returns a vector for each evaluated point indicating the
[normal direction](../../../meshes/structure.xhtml#modeling-meshes-structure-normals). The output can depend
on the attribute domain used in the node evaluating the field, but the output
is always a normalized [unit vector](https://en.wikipedia.org/wiki/Unit_vector).

Face:
:   On the face domain, the normal is the “up” direction of the face.

Mesh Vertices:
:   For mesh vertices, the normal is an average of the surrounding face normals.
    If the vertex does not have any connected faces, the output is simply the normalized position
    of that vertex.

Edge:
:   The normal output for each edge is the average of the edge’s two vertex normals.

Face Corner:
:   The output for each face corner is the same as the face normal of the corresponding face.

Curve Control Points:
:   The output of this node when used for curve geometry is the evaluated normal of the curve,
    which depends on the twist method. The normal vector is always perpendicular to the direction
    of the curve’s path at every point.
user: Provide the full official documentation entry for Lasso Gestures, preserving all code examples.

assistant: Dragging creates a freeform area that follows the cursor defined by where `LMB` was pressed and where `LMB`
is released.

### Controls

Move `Spacebar`
:   Hold to reposition the selection area.

### Tool Settings

Stabilize Stroke
:   Helps to reduce jitter of the strokes while drawing by delaying and correcting the location of points.

    Radius
    :   Minimum distance from the last point before the stroke continues.

    Factor
    :   A smooth factor, where higher values result in smoother strokes
        but the drawing sensation feels as if you were pulling the stroke.
user: Provide the full official documentation entry for Examples, preserving all code examples.

assistant: [image reference removed]

### Basic

- **Format:** `Count: {}`
- **Inputs:** Integer with value 5
- **Result:** `Count: 5`

### Multiple Values

- **Format:** `X: {}, Y: {}`
- **Inputs:** Float 1.5, Float 2.0
- **Result:** `X: 1.5, Y: 2.0`

### Named Inputs

- **Format:** `Size: {width} x {height}`
- **Inputs:** width=1920, height=1080
- **Result:** `Size: 1920 x 1080`

### Padded Numbers

- **Format:** `Frame_{:04}`
- **Inputs:** Integer 12
- **Result:** `Frame_0012`

### Number Format (Template Style)

- **Format:** `##.00`
- **Input:** Float 3.1415
- **Result:** `03.14`

### Path with Frame Number

- **Format:** `/output/image_{:04}.png`
- **Input:** Integer 42
- **Result:** `/output/image_0042.png`
user: Describe Opening Images from the Blender manual or Python API, including usage steps and snippets.

assistant: Relative Path
:   Sets the file path to be relative to the currently opened blend-file.

    See [Relative Paths](../blend/open_save.xhtml#files-blend-relative-paths).

Detect Sequences
:   Automatically looks for image sequences in the selected images (based on the file name).
    Disable this when you do want to get single images that are part of a sequence.
    See [Opening an Image Sequence](#image-formats-open-sequence) for more information.

Detect UDIMs
:   Automatically looks for [UDIM](../../modeling/meshes/uv/workflows/udims.xhtml)
    tiles in the directory of the selected image; if matches are found they are loaded into Blender as UDIMs.
    This works by detecting if the filename has a `.xxxx` (four digit number) before the file extension.

### Opening an Image Sequence

To load image sequence in any of the supported image file formats,
the filename of the images must contain a digit to indicate the frame order
(e.g. `*-0001.jpg`, `*-0002.jpg`, `*-0003.jpg`, etc, of any image format), indicating the frame.

The sequence could be opened by the selection of the images with any of the following methods
by the confirmation with the *Open Image* button or `Return`.

Range
:   Navigate into the directory and `LMB` click and drag over a range of names to highlight multiple files.
    You can page down and continue `Shift`-`LMB` click-dragging to add more to the selection.

Batch
:   `Shift`-`LMB` click selected non-related stills for batch processing; each image will be one frame,
    in sort order, and can be a mix of file types (`jpg`, `png`, `exr`, etc.).

All
:   Press `A` to select/deselect all files in the directory.
user: Give a detailed overview of Text Editor: syntax, arguments, return values, common patterns.

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.