PGCRYPT/OpenBlender_Train huggingface dataset:
user: What is Self Collision and how is it used in Blender Python scripting?

assistant: # Self Collision

When enabled, allows you to control how Blender will prevent the soft body from intersecting with itself.
Every vertex is surrounded with an elastic virtual ball.
Vertices may not penetrate the balls of other vertices.
If you want a good result you may have to adjust the size of these balls.
Normally it works pretty well with the default options.

Calculation Type
:   Manual:
    :   The *Ball Size* directly sets the ball size.

    Average:
    :   The average length of all edges attached to the vertex is calculated and then multiplied
        with the *Ball Size* setting. Works well with evenly distributed vertices.

    Minimal/Maximal:
    :   The ball size is as large as the smallest/largest spring length of the vertex multiplied with the *Ball Size*.

    Average Min Max:
    :   Size = ((Min + Max)/2) × *Ball Size*.

Ball Size
:   Fraction of the length of attached edges.
    The edge length is computed based on the chosen algorithm.
    This setting is the factor that is multiplied by the spring length.
    It is a spherical distance (radius) within which, if another vertex of the same mesh enters,
    the vertex starts to deflect in order to avoid a self-collision.

    Set this value to the fractional distance between vertices that you want them to have their own “space”.
    Too high of a value will include too many vertices at all times and slow down the calculation.
    Too low of a level will let other vertices get too close and thus possibly intersect because
    there will not be enough time to slow them down.

Stiffness
:   How elastic that ball of personal space is.
    A high stiffness means that the vertex reacts immediately to another vertex enters their space.

Dampening
:   How the vertex reacts.
    A low value just slows down the vertex as it gets too close. A high value repulses it.
user: How do I use Editing Text Objects in Blender? Include parameters, examples, warnings and best practices.

assistant: # Editing Text Objects

Editing text is quite different from other object types in Blender, and happens mainly in two areas.
First, the 3D Viewport, where you type your text, and have a few shortcuts, e.g. for applying
styles (see [Font](properties.xhtml#modeling-text-character)) – note however, that most Blender shortcuts you know
in Edit Mode do not exist for texts. The second place is the Properties, especially the *Font* tab.

Editing text objects is similar to using a standard text editor but is not as
full-featured and has some differences.
The menu of the 3D Viewport header offers few options. You have no transform nor mirror tools, and so on.
To leave Edit Mode use `Tab` as it does not insert a tab character in the text,
but rather enters and exits Edit Mode, as with other object types.
user: How do I use Common Physics Settings in Blender? Include parameters, examples, warnings and best practices.

assistant: Size
:   Sets the size of the particles.

Random Size
:   Give the particles a random size variation.

Mass
:   Specify the mass of the particles.

Multiply Mass with Particle Size
:   Causes larger particles to have larger masses.
user: How do I use Bpy.Types.Attribute in Blender? Include parameters, examples, warnings and best practices.

assistant: (readonly) is_internal ¶ The attribute is meant for internal use by Blender Type : boolean, default False, (readonly) is_required ¶ Whether the attribute can be removed or renamed Type : boolean, default False, (readonly) name ¶ Name of the Attribute Type : string, default “”, (never None) storage_type ¶ Method used to store the data ARRAY Array – Store a value for every element. SINGLE Single – Store a single value for the entire domain. Type : enum in [ 'ARRAY' , 'SINGLE' ], default 'ARRAY' , (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 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 Inherited Properties ¶ bpy_struct.id_data Inherited Functions ¶ bpy_struct.as_pointer bpy_struct.driver_add bpy_struct.driver_remove bpy_struct.get bpy_struct.id_properties_clear bpy_struct.id_properties_ensure bpy_struct.id_properties_ui bpy_struct.is_property_hidden bpy_struct.is_property_overridable_library bpy_struct.is_property_readonly bpy_struct.is_property_set bpy_struct.items bpy_struct.keyframe_delete bpy_struct.keyframe_insert bpy_struct.keys bpy_struct.path_from_id bpy_struct.path_from_module bpy_struct.path_resolve bpy_struct.pop bpy_struct.property_overridable_library_set bpy_struct.property_unset bpy_struct.rna_ancestors bpy_struct.type_recast bpy_struct.values References ¶ AttributeGroupCurves.active AttributeGroupCurves.new AttributeGroupCurves.remove AttributeGroupGreasePencil.active AttributeGroupGreasePencil.new AttributeGroupGreasePencil.remove AttributeGroupGreasePencilDrawing.active AttributeGroupGreasePencilDrawing.new AttributeGroupGreasePencilDrawing.remove AttributeGroupMesh.active AttributeGroupMesh.active_color AttributeGroupMesh.new AttributeGroupMesh.remove AttributeGroupPointCloud.active AttributeGroupPointCloud.new AttributeGroupPointCloud.remove Curves.attributes Curves.color_attributes GreasePencil.attributes GreasePencil.color_attributes GreasePencilDrawing.attributes GreasePencilDrawing.color_attributes Mesh.attributes Mesh.color_attributes PointCloud.attributes PointCloud.color_attributes Next AttributeGroupCurves(bpy_struct) Previous AssetWeakReference(bpy_struct) Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page Attribute(bpy_struct) Using Attributes Attribute Attribute.data_type Attribute.domain Attribute.is_internal Attribute.is_required Attribute.name Attribute.storage_type Attribute.bl_rna_get_subclass() Attribute.bl_rna_get_subclass_py() Inherited Properties Inherited Functions References
user: Show practical ways to work with Options in a Blender add-on or script – include code.

assistant: [image reference removed]

Thickness Modifier.

Uniform Thickness
:   When enabled, makes the thickness equal for the entire strokes.

    Thickness
    :   Absolute Thickness for the stroke points.

Thickness Factor
:   Value to add or subtract to the actual points thickness.

### Influence

See [Influence Filters](../introduction.html#grease-pencil-modifier-influence-filters).
user: Show practical ways to work with References in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| - [`ActionGroup.colors`](bpy.types.ActionGroup.html#bpy.types.ActionGroup.colors "bpy.types.ActionGroup.colors") - [`BoneColor.custom`](bpy.types.BoneColor.html#bpy.types.BoneColor.custom "bpy.types.BoneColor.custom") | - [`Theme.bone_color_sets`](bpy.types.Theme.html#bpy.types.Theme.bone_color_sets "bpy.types.Theme.bone_color_sets") |
user: Explain Common Options in complete detail according to the official Blender documentation.

assistant: ### Noise Basis

Each noise-based Blender texture (except Voronoi and Simple Noise) has
a *Noise Basis* setting that allows the user to select
which algorithm is used to generate the texture.
This list includes the original Blender noise algorithm.
The *Noise Basis* settings makes the procedural textures extremely flexible (especially *Musgrave*).

The *Noise Basis* governs the structural appearance of the texture:

|  |  |  |
| --- | --- | --- |
| <../../../_images/render_materials_legacy-textures_introduction_noise-basis-blender-original.jpg>   Blender Original. | <../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f1.jpg>   Voronoi F1. | <../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f2-f1.jpg>   Voronoi F2-F1. |
| <../../../_images/render_materials_legacy-textures_introduction_noise-basis-original-perlin.jpg>   Original Perlin. | <../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f2.jpg>   Voronoi F2. | <../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-crackle.jpg>   Voronoi Crackle. |
| <../../../_images/render_materials_legacy-textures_introduction_noise-basis-improved-perlin.jpg>   Improved Perlin. | <../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f3.jpg>   Voronoi F3. | <../../../_images/render_materials_legacy-textures_introduction_noise-basis-cell-noise.jpg>   Cell Noise. |
| <../../../_images/render_materials_legacy-textures_introduction_noise-basis-voronoi-f4.jpg>   Voronoi F4. |  |  |

There are two more possible settings for *Noise Basis*, which are relatively similar to *Blender Original*:
Improved Perlin and Original Perlin.

### Nabla

Almost all procedural textures in Blender use derivatives for calculating normals for texture mapping
(except *Blend* and *Magic*). This is important for Normal and Displacement Maps.
The strength of the effect is controlled with the *Nabla* number field.
user: Explain Curve Tilt Node in complete detail according to the official Blender documentation.

assistant: # Curve Tilt Node

[image reference removed]

The *Curve Tilt* node outputs the angle used to turn the curve normal
around the direction of the curve tangent in its evaluated points.
Keep in mind that the output is per control point, just like the values
that can be controlled in curve Edit Mode. For NURBS and Bézier splines,
the values will be interpolated to the final evaluated points.

The input node for this data is the [Set Curve Tilt](../write/set_curve_tilt.xhtml) node.
user: Describe Introduction from the Blender manual or Python API, including usage steps and snippets.

assistant: # Introduction

Montage is the technique of assembling separate clips (video, audio, text, effects) into a coherent sequence.
The importance of montage was first demonstrated by the Russian filmmaker Lev Kuleshov in the 1910s and 1920s.
Famous is the Kuleshov effect: viewers derive more meaning from the
interaction of two sequential shots than from a single shot in isolation
(see the [Wikipedia article](https://en.wikipedia.org/wiki/Kuleshov_effect) for a nice illustration).

Obviously, the first thing in assembling your timeline is importing or adding strips.
There are several ways to do this and each has its own advantages and disadvantages.

Before you can do anything with a strip, you have to select them. There are multiple ways of selecting strips.

Strips can be moved in time (left to right on the X axis) or in the display stack (bottom to top on the Y axis).

Splitting or cutting a strip will create two parts of the strip (before and after the split).
There are two variants: Split and Hold Split.

Trimming is the process of removing or adding a portion of the video at its head or tail.
This will result in a decrease or increase of the duration of the video.

Grouping is the creating of a meta strip whereby several strips are grouped together.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Edge Index
:   The index of the edge for which to find connected corners.

Weights
:   The weights of the corners in the geometry. Unlike the other inputs which follow
    the context domain, this one is always evaluated in the Face Corner domain.

    The corners are sorted by their associated weight in ascending order.
    Corners with the same weight are sorted by their index.

Sort Index
:   The 0-based index of the corner to select from the edge’s sorted corners.
    If this value is outside the range of valid indices, it wraps around.
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`LoopColors.active`](bpy.types.LoopColors.html#bpy.types.LoopColors.active "bpy.types.LoopColors.active") - [`LoopColors.new`](bpy.types.LoopColors.html#bpy.types.LoopColors.new "bpy.types.LoopColors.new") | - [`LoopColors.remove`](bpy.types.LoopColors.html#bpy.types.LoopColors.remove "bpy.types.LoopColors.remove") - [`Mesh.vertex_colors`](bpy.types.Mesh.html#bpy.types.Mesh.vertex_colors "bpy.types.Mesh.vertex_colors") |
user: Explain Insert Into Group in complete detail according to the official Blender documentation.

assistant: Moves the selected nodes into the [active](../../../glossary/index.xhtml#term-Active) group node.
To use, select a set of nodes, ending with the destination group node,
then, running the operation will move those nodes into that group.
The moved nodes are collected into a group of their own to preserve their connection context,
having their own group input and output nodes.
The group’s existing input and output nodes are updated with new sockets, if any, from the new nodes.
The node group must be edited to contain a single *Group Input* and a single *Group Output* node.
user: Give a detailed overview of Usage: syntax, arguments, return values, common patterns.

assistant: First, select the tool in the Toolbar or press `K`. The cursor
will change into a scalpel to indicate it’s active.

Click `LMB` at the place where you want to start cutting.
This can be anywhere: on an existing vertex, edge or face,
or even outside of the mesh.

Move your mouse to the next location. You’ll see a purple line indicating
the new edges that will be created, and green squares indicating the new
vertices. Click `LMB` to confirm: the green squares will turn red,
and you can define the next line in the cutting path.

Once you’re done, press `Spacebar` or `Return` to apply the cuts.
Alternatively, press `Esc` to cancel.

|  |  |  |
| --- | --- | --- |
| ../../../../_images/modeling_meshes_tools_knife_line-before.png   Mesh before knife cut. | ../../../../_images/modeling_meshes_tools_knife_line-active.png   Knife cut active. | ../../../../_images/modeling_meshes_tools_knife_line-after.png   After applying knife cut. |
user: Explain Mirror Modifier in complete detail according to the official Blender documentation.

assistant: # Mirror Modifier

The *Mirror* modifier mirrors a mesh along its local X, Y and/or Z axes, across the [Object Origin](../../../glossary/index.xhtml#term-Object-Origin).
It can also use another object as the mirror center, then use that object’s local axes instead of its own.
user: What is Workflow and how is it used in Blender Python scripting?

assistant: At least a [Domain](type/domain/index.xhtml) object and
one [Flow](type/flow.xhtml) object are required to create a fluid simulation.

1. Create a [Domain object](type/domain/index.xhtml)
   that defines the bounds of the simulation volume.
2. Set up [Flow](type/flow.xhtml) objects which will emit fluid.
3. Set up [Effector](type/effector.xhtml) objects to make
   the fluid interact with objects in the scene.
4. Assign a [material](material.xhtml) to the domain object.
5. Save the blend-file.
6. [Bake the Cache](type/domain/cache.xhtml) for the simulation.
user: What is Visualization and how is it used in Blender Python scripting?

assistant: They all become a color-coded strip in the Video Sequencer:

- Scene strip: Light green.
- Clip strip: Dark blue.
- Mask strip: Red.
- Movie strip: Aquamarine.
- Image strip: Purple.
- Sound strip: Turquoise.

Each of the effect strips has its own color.

Besides each of these default colors you can also assign individual strips an alternative color in
the [Strip Properties](../../../../editors/video_sequencer/sequencer/sidebar/strip.xhtml#bpy-ops-sequencer-strip-color-tag-set).
user: Give a detailed overview of Basic Menu Example: syntax, arguments, return values, common patterns.

assistant: Here is an example of a simple menu. Menus differ from panels in that they must
reference from a header, panel or another menu.

Notice the ‘CATEGORY_MT_name’ in [`Menu.bl_idname`](#bpy.types.Menu.bl_idname "bpy.types.Menu.bl_idname"), this is a naming
convention for menus.

```
import bpy

class BasicMenu(bpy.types.Menu):
    bl_idname = "OBJECT_MT_select_test"
    bl_label = "Select"

    def draw(self, context):
        layout = self.layout

        layout.operator("object.select_all", text="Select/Deselect All").action = 'TOGGLE'
        layout.operator("object.select_all", text="Inverse").action = 'INVERT'
        layout.operator("object.select_random", text="Random")

bpy.utils.register_class(BasicMenu)

# Test call to display immediately.
bpy.ops.wm.call_menu(name="OBJECT_MT_select_test")
```
user: How do I use Sidebar in Blender? Include parameters, examples, warnings and best practices.

assistant: The Sidebar region contains properties for
the currently selected node as well as node editor-specific settings.

### Node

[image reference removed]

Node tab with a compositing Render Layers node selected.

#### Node

Name
:   A unique node identifier inside this node tree.

Label
:   Nodes can be given a title by modifying the text field.

Warning Propagation
:   Controls which warnings in this node will be propagated to the parent node group or modifier.
    This only exists for Geometry Nodes.

##### Color

By default, the node’s background color is defined by the user theme.
This color can be overridden by selecting a custom color in this panel.
Custom node colors can be used to provide a visual cue to help distinguish some nodes from others.
The button to the right of the checkbox lets you save colors as presets
for reusing later on (much like a palette).

Color
:   Color of the node background.

    Node Color Specials
    :   This menu contains [Operators](../../operators.html) for working with nodes with custom colors.

        Copy Color
        :   Copies the color of the [Active](../../../glossary/index.html#term-Active) node and applies it to all selected nodes.

#### Properties

The properties that are shown depend on the type of node selected,
e.g. a Mix node has different properties than a Mask node.

#### Custom Properties

Create and manage your own properties to store data in the active node.
See the [Custom Properties](../../../files/custom_properties.html#files-data-blocks-custom-properties) page for more information.

### Tool

#### Active Tool

The info in this panel changes with the selected tool.

### View

#### Annotations

You can select the Annotate tool in the Toolbar to make annotations in the node editor.
See [Annotate Tool](../../annotate_tool.html) for more info.
user: Provide the full official documentation entry for Options, preserving all code examples.

assistant: [image reference removed]

The Outline modifier.

Thickness
:   The thickness of the generated strokes outline.

    Keep shape
    :   The perimeter strokes are maintaining inside the original stroke perimeter trying to keep the original shape.

Subdivisions
:   controls the number of subdivision of the generated strokes outline.

Sample Length
:   Controls the accuracy of the perimeter conversion.

Outline Material
:   Defines the material to use on the generated strokes outline.

Target Object
:   Controls the origin of the cyclic strokes generated.

### Influence Filters

See [Influence Filters](../introduction.html#grease-pencil-modifier-influence-filters).
user: Give a detailed overview of MeshLoopTriangle(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # MeshLoopTriangle(bpy_struct)

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

*class* bpy.types.MeshLoopTriangle(*bpy_struct*)
:   Tessellated triangle in a Mesh data-block

    area
    :   Area of this triangle

        Type:
        :   float in [0, inf], default 0.0, (readonly)

    index
    :   Index of this loop triangle

        Type:
        :   int in [0, inf], default 0, (readonly)

    loops
    :   Indices of mesh loops that make up the triangle

        Type:
        :   int array of 3 items in [0, inf], default (0, 0, 0), (readonly)

    material_index
    :   Material slot index of this triangle

        Type:
        :   int in [0, inf], default 0, (readonly)

    normal
    :   Local space unit length normal vector for this triangle

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 3 items in [-1, 1], default (0.0, 0.0, 0.0), (readonly)

    polygon_index
    :   Index of mesh face that the triangle is a part of

        Type:
        :   int in [0, inf], default 0, (readonly)

    split_normals
    :   Local space unit length custom normal vectors of the face corners of this triangle

        Type:
        :   float multi-dimensional array of 3 \* 3 items in [-1, 1], default ((0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0)), (readonly)

    use_smooth
    :   Type:
        :   boolean, default False, (readonly)

    vertices
    :   Indices of triangle vertices

        Type:
        :   int array of 3 items in [0, inf], default (0, 0, 0), (readonly)

    center
    :   The midpoint of the face.

        (readonly)

    edge_keys
    :   (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: |  |  |
| --- | --- |
| - [`EffectStrip.crop`](bpy.types.EffectStrip.html#bpy.types.EffectStrip.crop "bpy.types.EffectStrip.crop") - [`ImageStrip.crop`](bpy.types.ImageStrip.html#bpy.types.ImageStrip.crop "bpy.types.ImageStrip.crop") - [`MaskStrip.crop`](bpy.types.MaskStrip.html#bpy.types.MaskStrip.crop "bpy.types.MaskStrip.crop") - [`MetaStrip.crop`](bpy.types.MetaStrip.html#bpy.types.MetaStrip.crop "bpy.types.MetaStrip.crop") | - [`MovieClipStrip.crop`](bpy.types.MovieClipStrip.html#bpy.types.MovieClipStrip.crop "bpy.types.MovieClipStrip.crop") - [`MovieStrip.crop`](bpy.types.MovieStrip.html#bpy.types.MovieStrip.crop "bpy.types.MovieStrip.crop") - [`SceneStrip.crop`](bpy.types.SceneStrip.html#bpy.types.SceneStrip.crop "bpy.types.SceneStrip.crop") |
user: How do I use Active Point in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Active Point panel.

This panel is shown when both a tracking marker and mask is selected.

### Parent

In the *Movie Clip Editor* it is possible to link the whole mask or its points to motion tracks.
This way the mask or points will follow the tracks.

Parent
:   [Data ID](../../interface/controls/templates/data_block.xhtml#ui-data-id) to which the mask or spline is parented to
    in case of parenting to movie tracking data set to Movie Clip data-block.

Parent Type
:   Point Track, Plane Track

Object
:   [Object](../tracking/clip/sidebar/track/objects.xhtml#movie-clip-tracking-properties-object) to parent to.

Track
:   Name of individual tracks.

### Animation

Controls animation data for mask properties, including active [Actions](../../animation/actions.xhtml)
and their assigned [Slot](../../animation/actions.xhtml#animation-actions-slots).

See [Manually Assigning Actions and Slots](../../animation/actions.xhtml#animation-actions-slots-manual-assign) for more information.
user: How do I use Geometry Randomization in Blender? Include parameters, examples, warnings and best practices.

assistant: Many nodes don’t guarantee the order of elements in which they output things. For example, the order of edges coming
out of the **Triangulate** node is deterministic but not well defined. The order may change between Blender versions.
Therefor, if node setups depend on a specific order, they may break when the Blender implementation changes. Changing
the order can often be necessary in order to fix bugs or improve performance.

“Geometry randomization” can be temporarily enabled to see if a blend-file depends on the indices in unstable ways.
When enabled, various internal algorithms shuffle the result geometry elements so that any dependence on it would not
work anymore. When building setups that are supposed to last a long time, it is recommended to check if they still
work with randomization enabled.

To enable it, first enable **Developer Extras** in the [preferences](../../editors/preferences/interface.html).
Then [search](../../interface/operators.html#bpy-ops-wm-search-operator) for **Set Geometry Randomization**.
The popup allows enabling and disabling the randomization.
user: How do I use Render Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: # Render Properties

Freestyle can be activated with the checkbox in the header of the Freestyle panel in the *Render* tab.

[[image reference removed]](../../_images/render_freestyle_render_freestyle-panel.png)

Freestyle Render Properties.

Line Thickness Mode
:   There are two different modes for defining the base line thickness:

    Absolute:
    :   The line thickness is given by a user-specified number of pixels.

    Relative:
    :   The unit line thickness is scaled by the proportion of the present vertical image resolution to 480 pixels.
        For instance, the “unit line thickness” is 1.0 when the image height set to 480px, 1.5 with 720px
        and 2.0 with 960px.

Line Thickness
:   Line thickness to use for rendering (only for *Absolute* line thickness).
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Curve
:   Standard geometry input, containing curves.

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

Position
:   The new handle position.

Offset
:   An optional translation for each handle. This is evaluated at the same time as the *Position* input,
    meaning that fields evaluated for it will not reflect the changed position.
user: What is Ambient Occlusion Node and how is it used in Blender Python scripting?

assistant: # Ambient Occlusion Node

[image reference removed]

The *Ambient Occlusion* node computes how much the hemisphere above the shading point is occluded.
This can be used for procedural texturing, for example to add weathering effects to corners only.

For Cycles, this is an expensive shader and can slow down render significantly.
If render time is a concern, using Pointiness from the Geometry node or baking Ambient Occlusion will result
in faster renders.
user: Give a detailed overview of GeometryNodeInputInstanceRotation(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodeInputInstanceRotation(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.GeometryNodeInputInstanceRotation(*GeometryNode*)
:   Retrieve the rotation of each instance in the geometry

    *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 wmOwnerIDs(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # wmOwnerIDs(bpy_struct)

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

*class* bpy.types.wmOwnerIDs(*bpy_struct*)
:   new(*name*)
    :   Add ui tag

        Parameters:
        :   **name** (*string**,* *(**never None**)*) – New name for the tag

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

    remove(*owner_id*)
    :   Remove ui tag

        Parameters:
        :   **owner_id** ([`wmOwnerID`](bpy.types.wmOwnerID.html#bpy.types.wmOwnerID "bpy.types.wmOwnerID"), (never None)) – Tag to remove

    clear()
    :   Remove all tags

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Standard Deviation
:   The square root of the variance, describing the spread of values.

Variance
:   A measure of the average squared deviation from the mean.
    Higher values indicate more variation in the input field.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Iterations
:   Number of times to execute the zone. The *Iteration* socket gives the index of
    the current iteration, starting from 0.

Geometry
:   Default geometry input. Further inputs can be added by connecting a node’s output
    to the zone’s blank input, or by using the *Repeat Items* list in the node’s
    *Properties* panel.

    The inputs can be renamed by clicking them with `Ctrl`-`LMB` in the zone
    itself or in the *Repeat Items* list. The latter also accepts double clicking.
user: Describe References from the Blender manual or Python API, including usage steps and snippets.

assistant: |  |  |
| --- | --- |
| - [`CurveProfile.points`](bpy.types.CurveProfile.html#bpy.types.CurveProfile.points "bpy.types.CurveProfile.points") - [`CurveProfile.segments`](bpy.types.CurveProfile.html#bpy.types.CurveProfile.segments "bpy.types.CurveProfile.segments") | - [`CurveProfilePoints.add`](bpy.types.CurveProfilePoints.html#bpy.types.CurveProfilePoints.add "bpy.types.CurveProfilePoints.add") - [`CurveProfilePoints.remove`](bpy.types.CurveProfilePoints.html#bpy.types.CurveProfilePoints.remove "bpy.types.CurveProfilePoints.remove") |
user: Give a detailed overview of Spline Parameter Node: syntax, arguments, return values, common patterns.

assistant: # Spline Parameter Node

[image reference removed]

The *Spline Parameter* node outputs how far along each spline a control point is.
The *Factor* output is different from dividing the index by the total number of control points,
because the control points might not be equally spaced along the curve.

The first value is zero, so the output corresponds to the length at the control point rather than
including the length of the following segment.

When used on the spline domain, the node outputs the portion of the total length of the curve (including
all splines) has been traversed at the start of each spline. The order of the curve’s splines is visible
in the [Spreadsheet Editor](../../../../editors/spreadsheet.html).
user: What is Working Space and how is it used in Blender Python scripting?

assistant: File
:   Color space used for all scene linear colors in this file, and for shader, compositing and geometry
    nodes processing. The default is Linear Rec.709, while Linear Rec.2020 and ACEScg are available for
    working with a wider gamut of colors and compatibility with ACES workflows.

    The working space affects the colors of all data-blocks in a file, and has a significant effect on
    rendering and compositing results. Generally the working space should be chosen at the start of a
    project and used for all blend files.

    Blender can convert between different working spaces, however this is only an approximation and
    manual fix-ups are typically needed. When linking and appending data-blocks, colors are
    automatically converted to match the current file.

Sequencer
:   The color space that the [Sequencer](../../editors/video_sequencer/index.xhtml) operates in.
    By default, the Sequencer operates in sRGB space,
    but it can also be set to work in Linear space like the Compositing nodes, or another color space.
    Different color spaces will give different results for color correction, crossfades, and other operations.

    The default supported color spaces are described in
    [Built-in Color Spaces](#ocio-config-default-color-spaces).
user: Show practical ways to work with TextureNodeBricks(TextureNode) in a Blender add-on or script – include code.

assistant: # TextureNodeBricks(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.TextureNodeBricks(*TextureNode*)
:   offset
    :   Determines the brick offset of the various rows

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

    offset_frequency
    :   Offset every N rows

        Type:
        :   int in [2, 99], default 0

    squash
    :   Factor to adjust the brick’s width for particular rows determined by the Offset Frequency

        Type:
        :   float in [0, 99], default 0.0

    squash_frequency
    :   Squash every N rows

        Type:
        :   int in [2, 99], default 0

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Intersection
:   Determines which inner part of the mesh will produce volumetric effect.

    Fast:
    :   Each face is considered as a medium interface. Gives correct results for manifold geometry
        that contains no inner part.

    Accurate:
    :   Faces are considered as medium interface only when they have different consecutive facing.
        Gives correct results as long as the max ray depth is not exceeded. Has significant memory
        overhead compared to the fast method.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Strength
:   Strength of the normal mapping effect.

    [image reference removed]

    Strength is set to 0, 0.5, 1, 2 (from left to right).

Color
:   RGB color that encodes the normal map in the specified space.
user: Describe Instance on Elements Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Instance on Elements Node

[image reference removed]

The *Instance on Elements* node creates instances of an object, collection, or geometry
on selected elements of an input geometry.
It can be used to distribute instances on points, edges, faces, or face corners,
providing flexibility for procedural instancing workflows.
user: Describe Laplacian Deform Modifier from the Blender manual or Python API, including usage steps and snippets.

assistant: # Laplacian Deform Modifier

The *Laplacian Deform* modifier allows you to pose a mesh while preserving
geometric details of the surface.

The user defines a set of “anchor” vertices, and then moves some of them around.
The modifier keeps the rest of the anchor vertices in fixed positions and
calculates the optimal locations of all the remaining vertices to preserve the original geometric details.

This modifier captures the geometric details with the use of differential coordinates.
The differential coordinates capture the local geometric information, the curvature and
direction of a vertex based on its neighbors.
user: What is Relations and how is it used in Blender Python scripting?

assistant: Target
:   This [list view](../../../../interface/controls/templates/list_view.xhtml#ui-list-view) allows you to set up other particle systems to react with the boids.

Target Object
:   A [data ID](../../../../interface/controls/templates/data_block.xhtml#ui-data-id) to select an object with a particle system set on.

System
:   Index of the *Object*‘s particle system as set in the list view in the particle panel.

Mode
:   Enemy:
    :   Setting the type to *Enemy* will cause the systems to fight with each other.

    Friend:
    :   Will make the systems work together.

    Neutral:
    :   Will not cause them to align or fight with each other.

### Deflection

Boids will try to avoid deflector objects according to the Collision rule’s weight.
It works best for convex surfaces (some work needed for concave surfaces).

### Force Fields

As other physics types, Boids is also influenced by external force fields.

In addition, special *Boid* force fields can be used with the Boids physics.
These effectors could be predators (positive Strength) that boids try to avoid,
or targets (negative Strength) that boids try to reach
according to the (respectively) *Avoid* and *Goal* rules of the *Boid Brain*.
user: What is NodeGeometryViewerItems(bpy_struct) and how is it used in Blender Python scripting?

assistant: # NodeGeometryViewerItems(bpy_struct)

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

*class* bpy.types.NodeGeometryViewerItems(*bpy_struct*)
:   Collection of viewer items

    new(*socket_type*, *name*)
    :   Add an item at the end

        Parameters:
        :   - **socket_type** (enum in [Node Socket Data Type Items](bpy_types_enum_items/node_socket_data_type_items.html#rna-enum-node-socket-data-type-items)) – Socket Type, Socket type of the item
            - **name** (*string**,* *(**never None**)*) – Name

        Returns:
        :   Item, New item

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

    remove(*item*)
    :   Remove an item

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

    clear()
    :   Remove all items

    move(*from_index*, *to_index*)
    :   Move an item to another position

        Parameters:
        :   - **from_index** (*int in* *[**0**,* *inf**]*) – From Index, Index of the item to move
            - **to_index** (*int in* *[**0**,* *inf**]*) – To Index, Target index for the item

    *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 Options from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

The Array modifier.

Fit Type
:   Controls how the length of the array is determined. There are three choices,
    activating respectively the display of the *Curve*, *Length* or *Count* settings explained below:

    Fit Curve
    :   Generates enough copies to fit within the length of the curve object specified in *Curve*.

    Fit Length
    :   Generates enough copies to fit within the fixed length given by *Length*.

    Fixed Count
    :   Generates the number of copies specified in *Count*.

### Relative Offset

Factor X/Y/Z
:   Adds a translation equal to the object’s bounding box size along each axis, multiplied by a scaling factor,
    to the offset. X, Y and Z scaling factors can be specified.

    [image reference removed]

    Relative offset (0.5, 1.0 and 1.5) examples.

### Constant Offset

Distance X/Y/Z
:   Adds a constant translation component to the duplicate object’s offset.
    X, Y and Z constant components can be specified.

### Object Offset

Adds a transformation taken from an object (relative to the current object) to the offset.
It is good practice to use an empty object centered or near to the initial object.
E.g. by rotating this empty a circle or helix of objects can be created.

[image reference removed]

Object offset example.

### Merge

If enabled, vertices in each copy will be merged with vertices
in the next copy that are within the given *Distance*.

First and Last Copies
:   If enabled **and** *Merge* is enabled, vertices in the first copy will be merged with vertices
    in the last copy, again if they are within *Distance* range. This is useful for circular objects.

    First and Last Copies merge example.

    |  |  |
    | --- | --- |
    | ../../../_images/modeling_modifiers_generate_array_first-last-off.png   Subdivision discontinuity caused by not merging vertices between first and last copies (*First and Last Copies* off). | ../../../_images/modeling_modifiers_generate_array_first-last-on.png   Subdivision discontinuity eliminated by merging vertices between first and last copies (*First and Last Copies* on). |

Distance
:   Controls the merge distance for *Merge* and *First and Last Copies*.

### UVs

Offset U/V
:   Shifts UVs of each new duplicate by a settable amount.

### Caps

Cap Start, End
:   This allows either endpoints of the array to have a different mesh subsisted.

    For the *start*: as if it was in position -1, i.e. one “array step” before the first “regular” array copy.
    For the *end*: as if it was in position *n* + 1, i.e. one “array step” after the last “regular” array copy.

    When *Merge* is activated, the *cap* vertices within the *Distance* threshold will be merged.
user: How do I use Function(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # Function(bpy_struct)

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

*class* bpy.types.Function(*bpy_struct*)
:   RNA function definition

    description
    :   Description of the Function’s purpose

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

    identifier
    :   Unique name used in the code and scripting

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

    is_registered
    :   Function is registered as callback as part of type registration

        Type:
        :   boolean, default False, (readonly)

    is_registered_optional
    :   Function is optionally registered as callback part of type registration

        Type:
        :   boolean, default False, (readonly)

    parameters
    :   Parameters for the function

        Type:
        :   [`bpy_prop_collection`](bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection "bpy.types.bpy_prop_collection") of [`Property`](bpy.types.Property.html#bpy.types.Property "bpy.types.Property"), (readonly)

    use_self
    :   Function does not pass itself as an argument (becomes a static method in Python)

        Type:
        :   boolean, default False, (readonly)

    use_self_type
    :   Function passes itself type as an argument (becomes a class method in Python if use_self is false)

        Type:
        :   boolean, default False, (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: Explain View Types in complete detail according to the official Blender documentation.

assistant: The Video Sequencer has three view types which can be
changed using the View Type selector (see figure 1; top left).

[image reference removed]

Figure 2: Three view types for the Video Sequence Editor

Sequencer
:   View timeline and strip properties.

Preview
:   View preview window and preview properties.

Sequencer & Preview
:   Combined view of preview and timeline and their properties.