PGCRYPT/OpenBlender_Train huggingface dataset:
user: Show practical ways to work with Usage in a Blender add-on or script – include code.

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

Typical use cases include:

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

### Using External Values

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

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

[image reference removed]

Capturing an external input value inside a closure.

### Example

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

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

[image reference removed]

A *Closure Zone* defining a custom distribution pattern for tree scattering.
user: Give a detailed overview of Insert Keyframe: syntax, arguments, return values, common patterns.

assistant: There are several methods of adding new keys. Namely:

- In the 3D Viewport and Video Sequencer Preview, pressing `I` will key properties based on the
  [Default Key Channels](../../editors/preferences/animation.html#bpy-types-preferencesedit-key-insert-channels) User Preferences.
- When a [Keying Set](keying_sets.html) is active,
  it is used instead of reading the User Preferences.
- Hovering over a property and pressing `I` or with the context menu by `RMB`
  a property and choose *Insert Keyframe* from the menu.
- With the User Preference “Pie Menu on Drag” enabled, holding down `I`
  and moving the cursor will bring up a pie menu to insert one of Location, Rotation, Scale, and Available.

### Auto Keyframe

[image reference removed]

Timeline Auto Keyframe.

Auto Keyframe is the record button in the *Timeline* header. Auto Keyframe adds
keyframes automatically to the set frame if the value for transform type properties changes.

See [Timeline Keyframe Control](../animation_editors.html#bpy-types-toolsettings-use-keyframe-insert-auto) for more info.
user: What is Tool Settings and how is it used in Blender Python scripting?

assistant: These settings are only available when using the tool from the Toolbar
(not when pressing `K`). They can be found in the *Tool* tab of the
[Properties Editor](../../../../editors/properties_editor.xhtml) editor and of the Sidebar.

Occlude Geometry
:   Only cut geometry visible on screen. By disabling this, you can cut all the way
    through the mesh, including faces that are on the backside or behind others.

Only Selected
:   Only cut through selected geometry. You can press `Shift`-`K` instead of
    `K` to start cutting with this option enabled.

X-Ray
:   Show the cutting path even if it’s occluded by geometry.

Measurements
:   The measurements to show along the cutting path: distances, angles, or both.

    |  |  |  |
    | --- | --- | --- |
    | ../../../../_images/modeling_meshes_tools_knife-measurement-distance.png   Only distances. | ../../../../_images/modeling_meshes_tools_knife-measurement-angles.png   Only angles. | ../../../../_images/modeling_meshes_tools_knife-measurement-both.png   Both distances and angles. |

Angle Snapping
:   Whether to constrain the cutting lines to multiples of the *Snap Increment* angle.

    None:
    :   No snapping.

    Screen:
    :   Snap in screen space (the viewing plane).

    Relative:
    :   Snap in a plane on the geometry, relative to an adjacent edge or cutting line.

    |  |  |
    | --- | --- |
    | ../../../../_images/modeling_meshes_tools_knife_angle-before.png   Relative snapping at 90°. Blender highlights the reference edge in yellow and shows the snapping direction in white. | ../../../../_images/modeling_meshes_tools_knife_angle-after.png   Doing a few more cuts and applying. |

Snap Increment
:   The angle to use for *Angle Snapping*.
user: How do I use Selection Sets in Blender? Include parameters, examples, warnings and best practices.

assistant: # Selection Sets

Selection Sets are a feature that allows the definition of sets of bones for easy selection while animating.
The sets can be created in local and linked armature overrides.

Selection Set
:   A [List View](../../../interface/controls/templates/list_view.xhtml#ui-list-view) listing all selection sets for the selected armature.
    Here, selection sets can be renamed by double clicking on the name.

    To the right of the name is a check box to include that selection set when copying to the clipboard.

Specials

Delete All Sets
:   Removes all selection sets from the list.

Remove Selected Bones from All Sets
:   Removes the selected bones from all selection sets.

Copy Selected Set(s)
:   Copies the selected set to Blender’s clipboard.

Paste Selected Set(s)
:   Pastes a selection set from Blender’s clipboard.

---

Assign
:   Assigns the selected bones to the active selection set.

Remove
:   Removes the selected bones to the active selection set.

Select
:   Selects all the bones in the active selection set.

Deselect
:   Deselects all the bones in the active selection set.
user: Explain Palette Operators in complete detail according to the official Blender documentation.

assistant: # Palette Operators

bpy.ops.palette.color_add()
:   Add new color to active palette

bpy.ops.palette.color_delete()
:   Remove active color from palette

bpy.ops.palette.color_move(*\**, *type='UP'*)
:   Move the active Color up/down in the list

    Parameters:
    :   **type** (enum in [`'UP'`, `'DOWN'`], (optional)) – Type

bpy.ops.palette.extract_from_image(*\**, *threshold=1*)
:   Extract all colors used in Image and create a Palette

    Parameters:
    :   **threshold** (*int in* *[**-inf**,* *inf**]**,* *(**optional**)*) – Threshold

bpy.ops.palette.join(*\**, *palette=''*)
:   Join Palette Swatches

    Parameters:
    :   **palette** (*string**,* *(**optional**,* *never None**)*) – Palette, Name of the Palette

bpy.ops.palette.new()
:   Add new palette

bpy.ops.palette.sort(*\**, *type='HSV'*)
:   Sort Palette Colors

    Parameters:
    :   **type** (enum in [`'HSV'`, `'SVH'`, `'VHS'`, `'LUMINANCE'`], (optional)) – Type
user: Provide the full official documentation entry for Manual Lens Calibration, preserving all code examples.

assistant: All cameras record distorted video.
Nothing can be done about this because of the manner in which optical lenses work.
For accurate camera motion,
the exact value of the focal length and the “strength” of distortion are needed.

Currently, focal length can be automatically obtained only from the camera’s settings or from the EXIF information.
There are some external tools which can help to find approximate values to compensate for distortion.
There are also fully manual tools where you can use a grid which is getting affected by distortion model and
deformed cells defines straight lines in the footage.

Within Blender you can use the Annotation tool for this – just draw a line which should be straight on
the footage using poly line brush and adjust the distortion values
to make the annotations match lines on the footage.

To calibrate your camera more accurately, use the Grid calibration tool from OpenCV.
OpenCV is using the same distortion model, so it should not be a problem.
user: Show practical ways to work with Example in a Blender add-on or script – include code.

assistant: ### Fade To Black

To transition the audience from one scene or shot to another,
a common technique is to “fade to black”. As its name implies,
the scene fades to a black screen. You can also “fade to white” or whatever color you wish,
but black is a good neutral color that is easy on the eyes and intellectually “resets” the viewer’s mind.
The node tree below shows how to do this using the Set Alpha node.

[image reference removed]

Fade to black.

In the example above, the alpha channel of the swirl image is ignored.
Instead, a [Time Curve node](../input/scene/time_curve.xhtml)
introduces a factor from 0.0 to 1.0 over 60 frames, or about 2 seconds,
to the Set Alpha node. Note that the time curve is exponentially-shaped,
so that the overall blackness will fade in slowly and then accelerate toward the end.
The Set Alpha node does not need an input image; instead, the flat (shadeless) black color is used.
The Set Alpha Node uses the input factor and color to create a black image that has an alpha
set which goes from 0.0 to 1.0 over 60 frames, or completely transparent to completely opaque.
Think of alpha as a multiplier for how vivid you can see that pixel.
These two images are combined by the Alpha Over node completely (a *Factor* of 1.0)
to produce the composite image. The Set Alpha node will thus, depending on the frame being rendered,
produce a black image that has some amount of transparency.
Setup and animate, and you have an image sequence that fades to black over a two-second period.

### Fade In a Title

To introduce your animation,
you will want to present the title of your animation over a background.
You can have the title fly in, or fade it in. To fade it in,
use the Set Alpha node with the Time Curve node as shown below.

[image reference removed]

Using Set Alpha to fade in a title.

In the above example, a Time curve provides the Alpha value to the input socket.
The current Render Layer node, which has the title in view, provides the image. As before,
the Alpha Over node mixes (using the alpha values)
the background swirl and the alpha title to produce the composite image.

### Colorizing a BW Image

[image reference removed]

Using Set Alpha to colorize an image.

In the example above, notice how the blue tinge of the render input colors the swirl.
You can use the Set Alpha node’s color field with this kind of node tree to add a consistent color to a BW image.

In the example tree to the right,
use the *Alpha* value of the Set Alpha node to give a desired degree of colorization.
Thread the input image and the Set Alpha node into an Alpha Over node to colorize
any black-and-white image in this manner.
user: Give a detailed overview of ColorRampElements(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # ColorRampElements(bpy_struct)

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

*class* bpy.types.ColorRampElements(*bpy_struct*)
:   Collection of Color Ramp Elements

    new(*position*)
    :   Add element to Color Ramp

        Parameters:
        :   **position** (*float in* *[**0**,* *1**]*) – Position, Position to add element

        Returns:
        :   New element

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

    remove(*element*)
    :   Delete element from Color Ramp

        Parameters:
        :   **element** ([`ColorRampElement`](bpy.types.ColorRampElement.html#bpy.types.ColorRampElement "bpy.types.ColorRampElement"), (never None)) – Element to remove

    *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 Extrude Faces in Blender? Include parameters, examples, warnings and best practices.

assistant: # Extrude Faces

*Extrude Faces* duplicate faces, while keeping the new geometry connected with the original vertices.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_tools_extrude-region_vert.png   Single vertex extruded. | ../../../../_images/modeling_meshes_tools_extrude-region_edge.png   Single edge extruded. |

This tool is of paramount importance for creating new geometry.
It allows you to create parallelepipeds from rectangles and cylinders from circles,
as well as easily creating such things as tree limbs.

The axis on which faces are extruded along can be set interactively.
Faces are extruded by default along their averaged normal.
The extrusion can be limited to a single axis by specifying an axis;
see [Axis Locking](../../../../scene_layout/object/editing/transform/control/axis_locking.xhtml).

The extrude tools differentiate in how the new geometry is connected in itself.
Only the border loop gets extruded.
The inner region of the selection gets moved unchanged with the extrusion.

|  |  |  |
| --- | --- | --- |
| ../../../../_images/modeling_meshes_tools_extrude-region_face-before.png   Selected face. | ../../../../_images/modeling_meshes_tools_extrude-region_face-after.png   During extrude. | ../../../../_images/modeling_meshes_tools_extrude-region_face-after-zaxis.png   Set to Z axis. |

Flip Normals
:   Only the *normals* of the new faces created from the extrusion will be flipped.

Dissolve Orthogonal Edges
:   Removes and connects edges whose faces form a flat surface and intersect new edges.

Orientation
:   Aligns the transformation axes to a specified orientation constraint.
    See [Transform Orientations](../../../../editors/3dview/controls/orientation.xhtml) for more information.

Proportional Editing
:   The extruded face will affect nearby geometry.
    See [Proportional Editing](../../../../editors/3dview/controls/proportional_editing.xhtml) for a full reference.
user: Describe Hardware Limitations from the Blender manual or Python API, including usage steps and snippets.

assistant: General hardware limitations apply when using the GPU compositor.
See also [Troubleshooting Graphics Hardware](../troubleshooting/gpu/index.html#troubleshooting-gpu-index).

Blender uses the same GPU resources for the UI as well as for the GPU compositor.
This have a number of consequences, each of which is described in one of the following sections.

### UI Freezes

Unlike rendering with Cycles, the UI might become irresponsive when using the GPU compositor for some slower GPUs.

### TDR on Windows

Timeout Detection Recovery
([TDR](https://learn.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-recovery))
resets the GPU driver if a GPU compositing task takes longer than the default 2 second limit.
This is especially common with older GPUs when using expensive nodes like
[Bokeh Blur](types/filter/blur/bokeh_blur.html#bpy-types-compositornodebokehblur) node.
To prevent unexpected resets, it is recommended to increase the TDR timeout.
user: Show practical ways to work with File Output Node in a Blender add-on or script – include code.

assistant: # File Output Node

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

The *File Output* node writes one or more images to disk during rendering or compositing.
Each connected input is saved to the specified directory and filename,
with the frame number appended to create a sequence.
For example: `{Directory}/{File Name}{Socket Name}{frame number}.{extension}`.

This node can be used to:

- Automatically save the final image after a render.
- Save intermediate results from anywhere in the node tree.
- Export multiple render passes or processed outputs directly to files.
user: Explain Stereo3dFormat(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # Stereo3dFormat(bpy_struct)

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

*class* bpy.types.Stereo3dFormat(*bpy_struct*)
:   Settings for stereo output

    anaglyph_type
    :   Type:
        :   enum in [Stereo3D Anaglyph Type Items](bpy_types_enum_items/stereo3d_anaglyph_type_items.html#rna-enum-stereo3d-anaglyph-type-items), default `'RED_CYAN'`

    display_mode
    :   - `ANAGLYPH`
          Anaglyph – Render views for left and right eyes as two differently filtered colors in a single image (anaglyph glasses are required).
        - `INTERLACE`
          Interlace – Render views for left and right eyes interlaced in a single image (3D-ready monitor is required).
        - `SIDEBYSIDE`
          Side-by-Side – Render views for left and right eyes side-by-side.
        - `TOPBOTTOM`
          Top-Bottom – Render views for left and right eyes one above another.

        Type:
        :   enum in [`'ANAGLYPH'`, `'INTERLACE'`, `'SIDEBYSIDE'`, `'TOPBOTTOM'`], default `'ANAGLYPH'`

    interlace_type
    :   Type:
        :   enum in [Stereo3D Interlace Type Items](bpy_types_enum_items/stereo3d_interlace_type_items.html#rna-enum-stereo3d-interlace-type-items), default `'ROW_INTERLEAVED'`

    use_interlace_swap
    :   Swap left and right stereo channels

        Type:
        :   boolean, default False

    use_sidebyside_crosseyed
    :   Right eye should see left image and vice versa

        Type:
        :   boolean, default False

    use_squeezed_frame
    :   Combine both views in a squeezed image

        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 References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`WorkSpace.tools`](bpy.types.WorkSpace.html#bpy.types.WorkSpace.tools "bpy.types.WorkSpace.tools") - [`wmTools.from_space_image_mode`](bpy.types.wmTools.html#bpy.types.wmTools.from_space_image_mode "bpy.types.wmTools.from_space_image_mode") - [`wmTools.from_space_node`](bpy.types.wmTools.html#bpy.types.wmTools.from_space_node "bpy.types.wmTools.from_space_node") | - [`wmTools.from_space_sequencer`](bpy.types.wmTools.html#bpy.types.wmTools.from_space_sequencer "bpy.types.wmTools.from_space_sequencer") - [`wmTools.from_space_view3d_mode`](bpy.types.wmTools.html#bpy.types.wmTools.from_space_view3d_mode "bpy.types.wmTools.from_space_view3d_mode") |
user: How do I use Sensitivity in Blender? Include parameters, examples, warnings and best practices.

assistant: The collision margin is used to improve the performance and stability of rigid bodies.
Depending on the shape, it behaves differently: some shapes embed it,
while others have a visible gap around them.

The margin is *embedded* for these shapes:

- Sphere
- Box
- Capsule
- Cylinder
- Convex Hull: Only allows for uniform scale when embedded.

The margin is *not embedded* for these shapes:

- Cone
- Active Triangle Mesh
- Passive Triangle Mesh: Can be set to 0 most of the time.

Margin
:   Threshold of distance near the surface where collisions are still considered (best results when nonzero).
user: Provide the full official documentation entry for How to Bundle Wheels, preserving all code examples.

assistant: Python wheels (`*.whl`) can be bundled using the following steps.

Downloading Wheels
:   Download the wheel to the directory `./wheels/`.

    For wheels that are platform independent this example downloads `jsmin`:

    ```
    pip wheel jsmin -w ./wheels
    ```

    For wheels that contain binary compiled files, wheels for all supported platforms should be included:

    This example downloads `pillow` - the popular image manipulation module.

    ```
    pip download pillow --dest ./wheels --only-binary=:all: --python-version=3.11 --platform=macosx_11_0_arm64
    pip download pillow --dest ./wheels --only-binary=:all: --python-version=3.11 --platform=manylinux_2_28_x86_64
    pip download pillow --dest ./wheels --only-binary=:all: --python-version=3.11 --platform=win_amd64
    ```

    The available platform identifiers are listed on
    [pillow’s download page](https://pypi.org/project/pillow/#files).

Update the Manifest
:   In `blender_manifest.toml` include the wheels as a list of paths, e.g.

    ```
    wheels = [
       "./wheels/pillow-10.3.0-cp311-cp311-macosx_11_0_arm64.whl",
       "./wheels/pillow-10.3.0-cp311-cp311-manylinux_2_28_x86_64.whl",
       "./wheels/pillow-10.3.0-cp311-cp311-win_amd64.whl",
    ]
    ```

    Now installing the package will extract the wheel into the extensions own `site-packages` directory.

Running
:   Once the extension has been installed you can check the module is being loaded by importing it in the
    Python console and printing it’s location:

    ```
    import PIL
    print(PIL.__file__)
    ```
user: Show practical ways to work with Introduction in a Blender add-on or script – include code.

assistant: # Introduction

In *Pose Mode*, bones behave like objects. So the transform actions
(move, rotate, scale, etc.) are very similar to the same ones in Object Mode
(all available ones are regrouped in the Pose ‣ Transform submenu). However,
there are some important specifics:

- Bones’ relationships are crucial (see [Bone Parenting](../../bones/properties/relations.xhtml#bpy-types-editbone-parent)).
- The “transform center” of a given bone
  (i.e. its default pivot point, when it is the only selected one) is *its root*.
  Note by the way that some pivot point options seem to not work properly. In fact,
  except for the *3D Cursor* one, all others appear to always use the median point of the selection
  (and not e.g. the active bone’s root when *Active Object* is selected, etc.).
user: Give a detailed overview of Set Face Set Node: syntax, arguments, return values, common patterns.

assistant: # Set Face Set Node

[image reference removed]

The *Set Face Set* node controls which [face set](../../../../sculpt_paint/sculpting/introduction/visibility_masking_face_sets.xhtml#face-sets) that faces are in.

The input node for this data is the [Face Set Node](../read/face_set.xhtml).
user: What is Delete Active Keyframe (Active Layer) and how is it used in Blender Python scripting?

assistant: Deletes the last keyframe in the Dope Sheet or the current keyframe if you are on one.

Type
:   Pick which layer to delete keyframes.

    Active Frame:
    :   Deletes current frame in the active layer.

    All Active Frames:
    :   Delete active frames for all layers.
user: Describe Naming and Nesting from the Blender manual or Python API, including usage steps and snippets.

assistant: Collections can be named and sorted hierarchically.
Just like folders can have subfolders in any operating system,
collections can have nested collections too.

[image reference removed]

Nested collections.

For example: a *house* collection can contain a *bedroom* collection,
which in turn contains a *furniture* collection referencing a bed, a cabinet and other objects.
user: What is Outputs and how is it used in Blender Python scripting?

assistant: Mesh
:   Standard geometry output.

Top
:   A boolean attribute field with a selection of the faces on the top of the cylinder. If the *Fill Type*
    property is *None*, then this will be a selection of the top edges instead. If the *Radius* is
    zero, this will be a selection of the top point.

Side
:   A boolean attribute field with a selection of the faces on the side of the cylinder.

Bottom
:   This is the same as the *Top* selection output, but on the bottom side of the geometry instead.

UV Map
:   A 2D vector representing the default X/Y coordinates of the [UV Map](../../../../glossary/index.xhtml#term-UV-Map) for the primitive’s shape.
    This can be connected to the [Store Named Attribute Node](../../attribute/store_named_attribute.xhtml),
    to be used once the Geometry Nodes Modifier get applied.
    The UV map must be stored on the face corner in order to be accessed.
user: Provide the full official documentation entry for Properties, preserving all code examples.

assistant: Color Parametrization
:   The shader provides three different ways, or *parametrizations*, to color the hair strands.

    Direct Coloring:
    :   Choose the desired RGB color and the shader will approximate
        the necessary *absorption coefficient* (below).

    Melanin Concentration:
    :   This mode defines the color as the quantity and
        ratio of the pigments which are commonly found in hair and fur,
        *eumelanin* (prevalent in brown-black hair) and *pheomelanin* (red hair).
        The quantity is specified in the *Melanin* input, and the ratio between them in *Melanin Redness*.
        Increasing concentrations darken the hair (the following are with *Melanin Redness* \(1\)):

        - White (Melanin \(0\))
        - Blonde (Melanin \(0.25\))
        - Reddish (Melanin \(0.5\))
        - Brown (Melanin \(0.75\))
        - Black (Melanin \(1\))

        Additionally, the *Tint* inputs allows to dye the hair with the desired color.

    Absorption Coefficient:
    :   Specifies the attenuation coefficient \(\sigma_{a}\), as applied by the [Beer-Lambert law](https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law#Expression_with_attenuation_coefficient).
        This mode is intended mainly for technical users who want to use coefficients from the literature
        without any sort of conversion.
user: Show practical ways to work with Examples in a Blender add-on or script – include code.

assistant: ### Bones and Vertex Groups

This video shows the effect of the *Head/Tail* setting when targeting a bone,
as well as the *Vertex Group* setting when targeting a mesh.

### Solar System

In the animation below, the camera follows the moon as it orbits the Earth,
switches to following the Earth as it orbits the Sun, and finally moves to a fixed
location for showing the Sun. This is done using two *Copy Location* constraints –
one for the moon and one for the Earth – with animated *Influence* values for
smoothly disabling one while enabling the other.
user: Show practical ways to work with Toolbar in a Blender add-on or script – include code.

assistant: Sample
:   Used to sample the color of one or more pixels in the image.
    As long as you hold `LMB`, the footer will show the following:

    - X and Y coordinates of the mouse cursor.
    - Color in RGBA.
    - Color in RGB after [Color Management](../../render/color_management/index.html).
    - Color in HSV.
    - Luminance.

    Sample Size
    :   The dimensions of the square used to sample underlying pixels.
        If larger than 1, the resulting sample is an average of all underlying pixels.

Annotate
:   See [Annotations](../../interface/annotate_tool.html) for more information.
user: Show practical ways to work with Outputs in a Blender add-on or script – include code.

assistant: Grid
:   The resulting SDF grid with concave corners rounded off.
    The output can be visualized by converting it to a mesh with
    [Grid to Mesh](grid_to_mesh.xhtml) or
    used in further volumetric operations.
user: Describe Preset Menus from the Blender manual or Python API, including usage steps and snippets.

assistant: Preset menus are simply a convention that uses a menu sub-class
to perform the common task of managing presets.

This example shows how you can add a preset menu.

This example uses the object display options,
however you can use properties defined by your own scripts too.

```
import bpy
from bpy.types import Operator, Menu
from bl_operators.presets import AddPresetBase

class OBJECT_MT_display_presets(Menu):
    bl_label = "Object Display Presets"
    preset_subdir = "object/display"
    preset_operator = "script.execute_preset"
    draw = Menu.draw_preset

class AddPresetObjectDisplay(AddPresetBase, Operator):
    '''Add a Object Display Preset'''
    bl_idname = "camera.object_display_preset_add"
    bl_label = "Add Object Display Preset"
    preset_menu = "OBJECT_MT_display_presets"

    # Variable used for all preset values.
    preset_defines = [
        "obj = bpy.context.object"
    ]

    # Properties to store in the preset.
    preset_values = [
        "obj.display_type",
        "obj.show_bounds",
        "obj.display_bounds_type",
        "obj.show_name",
        "obj.show_axis",
        "obj.show_wire",
    ]

    # Where to store the preset.
    preset_subdir = "object/display"

# Display into an existing panel.
def panel_func(self, context):
    layout = self.layout

    row = layout.row(align=True)
    row.menu(OBJECT_MT_display_presets.__name__, text=OBJECT_MT_display_presets.bl_label)
    row.operator(AddPresetObjectDisplay.bl_idname, text="", icon='ZOOM_IN')
    row.operator(AddPresetObjectDisplay.bl_idname, text="", icon='ZOOM_OUT').remove_active = True

classes = (
    OBJECT_MT_display_presets,
    AddPresetObjectDisplay,
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.OBJECT_PT_display.prepend(panel_func)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    bpy.types.OBJECT_PT_display.remove(panel_func)

if __name__ == "__main__":
    register()
```
user: Describe Spine, Head & Tail from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

### Spine

The [spine](rig_types/spines.xhtml#rigify-rigs-spines-basic-spine) sub-rig provides a cube shaped torso control with
switchable parent, and bent circle shaped hip and chest controls subordinate to it. For low level deformation
tweak controls are provided.

The torso control can optionally be accompanied with a custom pivot control. The rig can also optionally
provide a full set of FK controls that are subordinate to the normal simplified ones, but above tweaks.

The rig properties panel for the spine controls usually includes options for the head and/or tail as well.

[image reference removed]

### Head

The [head](rig_types/spines.xhtml#rigify-rigs-spines-super-head) sub-rig attaches to the end of the spine, and provides
rotational controls for the head and neck, as well as tweaks for fine control of the neck.

If the neck is three or more bones long, an additonal tweak-like translational
neck bend control is provided (the widget looks like a circle with arrows).

The properties panel contains the following options:

Neck Follow Slider
:   [image reference removed]

    This slider controls the rotations isolation for the neck bones.
    The neck will follow the orientation of the Torso when set to 0, and the Chest when set to 1.

Head Follow Slider
:   [image reference removed]

    This slider controls the rotations isolation for the head.
    The head will follow the orientation of the Torso when set to 0, and the Chest when set to 1.

### Tail

The [tail](rig_types/spines.xhtml#rigify-rigs-spines-basic-tail) sub-rig attaches to the start of the spine, and provides
FK controls for the tail, as well as a master control that replicates its local rotation around certain axes
to all individual bones.

The properties panel contains the following options:

Tail Follow Slider
:   This slider controls the rotations isolation for the tail.
    The tail will follow the orientation of the Torso when set to 0, and the Hips when set to 1.
user: Show practical ways to work with Building the Manual in a Blender add-on or script – include code.

assistant: # Building the Manual

Converting the RST-files into pretty HTML pages is simple.

Open a terminal or Command Prompt in the `~/blender-manual` directory and simply run:

```
make
```

This is the command you should use when building the docs, however, other commands are available by typing `make
help`. This command will convert the RST-files into HTML pages and automatically open your default web browser to
view the result. The command will continue to run and watch for changes made to the RST-files and refresh the HTML
pages as necessary.

The building process may take several minutes the first time (or after any major changes), but for subsequent changes
it should only take a few seconds.
user: Provide the full official documentation entry for Inherited Properties, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`StripColorBalanceData.correction_method`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.correction_method "bpy.types.StripColorBalanceData.correction_method") - [`StripColorBalanceData.lift`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.lift "bpy.types.StripColorBalanceData.lift") - [`StripColorBalanceData.gamma`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.gamma "bpy.types.StripColorBalanceData.gamma") - [`StripColorBalanceData.gain`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.gain "bpy.types.StripColorBalanceData.gain") - [`StripColorBalanceData.slope`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.slope "bpy.types.StripColorBalanceData.slope") - [`StripColorBalanceData.offset`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.offset "bpy.types.StripColorBalanceData.offset") | - [`StripColorBalanceData.power`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.power "bpy.types.StripColorBalanceData.power") - [`StripColorBalanceData.invert_lift`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.invert_lift "bpy.types.StripColorBalanceData.invert_lift") - [`StripColorBalanceData.invert_gamma`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.invert_gamma "bpy.types.StripColorBalanceData.invert_gamma") - [`StripColorBalanceData.invert_gain`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.invert_gain "bpy.types.StripColorBalanceData.invert_gain") - [`StripColorBalanceData.invert_slope`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.invert_slope "bpy.types.StripColorBalanceData.invert_slope") - [`StripColorBalanceData.invert_offset`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.invert_offset "bpy.types.StripColorBalanceData.invert_offset") - [`StripColorBalanceData.invert_power`](bpy.types.StripColorBalanceData.html#bpy.types.StripColorBalanceData.invert_power "bpy.types.StripColorBalanceData.invert_power") |
user: Describe Bpy.Types.Greasepencilnoisemodifier from the Blender manual or Python API, including usage steps and snippets.

assistant: ertex_group GreasePencilNoiseModifier.layer_pass_filter GreasePencilNoiseModifier.material_filter GreasePencilNoiseModifier.material_pass_filter GreasePencilNoiseModifier.noise_offset GreasePencilNoiseModifier.noise_scale GreasePencilNoiseModifier.open_influence_panel GreasePencilNoiseModifier.open_random_panel GreasePencilNoiseModifier.random_mode GreasePencilNoiseModifier.seed GreasePencilNoiseModifier.step GreasePencilNoiseModifier.tree_node_filter GreasePencilNoiseModifier.use_custom_curve GreasePencilNoiseModifier.use_layer_group_filter GreasePencilNoiseModifier.use_layer_pass_filter GreasePencilNoiseModifier.use_material_pass_filter GreasePencilNoiseModifier.use_random GreasePencilNoiseModifier.vertex_group_name GreasePencilNoiseModifier.bl_rna_get_subclass() GreasePencilNoiseModifier.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: What is Loading Factory Settings and how is it used in Blender Python scripting?

assistant: You can revert your customizations to Blender’s defaults:

Preferences
:   The [Preferences](../../editors/preferences/introduction.xhtml#prefs-menu) Load Factory Settings.

Startup File & Preferences
:   File ‣ Defaults ‣ Load Factory Settings.
user: Give a detailed overview of Design Limitations: syntax, arguments, return values, common patterns.

assistant: Blender is **not allowed to write to other blend-files** than the one you have currently open, or
the special .asset.blend files explained above. This means that to edit an asset, you have to
open its blend-file. Fortunately this is only a single click away, both in the Source List region of the Asset Browser
and in the asset context menu.
user: Give a detailed overview of Usage: syntax, arguments, return values, common patterns.

assistant: ### Selecting a Brush and Material

In the Tool Settings select the brush, material and color type to use with the tool.
The Line tool uses *Draw Brush* types.
See [Brush Settings](../brushes/draw.xhtml#grease-pencil-draw-common-options) for more information.

### Creating Polylines

1. Click (`LMB` or the `Pen` tip) and drag the start point.
2. Release on the desired end point.
3. Click multiple times on different locations to create multiple connected lines.
4. Then confirm (`Return`/`MMB`) or cancel (`Esc`/`RMB`).

While dragging you can use `Shift` to snapping the line to horizontal, vertical or 45° angle.

`NumpadPlus` and `NumpadMinus` or using the mouse `Wheel`
will increase or decrease the amount of points in the final line.

`F` will adjust the line thickness and `Shift`-`F` will adjust the opacity of the strokes.

|  |  |  |
| --- | --- | --- |
| ../../../../_images/grease-pencil_modes_draw_tools_polyline_example-01.png   click and dragging the start point. | ../../../../_images/grease-pencil_modes_draw_tools_polyline_example-02.png   Click multiple times to create multiple connected lines. | ../../../../_images/grease-pencil_modes_draw_tools_polyline_example-03.png   The polyline after confirming. |
user: Describe LaplacianDeformModifier(Modifier) from the Blender manual or Python API, including usage steps and snippets.

assistant: # LaplacianDeformModifier(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.LaplacianDeformModifier(*Modifier*)
:   Mesh deform modifier

    invert_vertex_group
    :   Invert vertex group influence

        Type:
        :   boolean, default False

    is_bind
    :   Whether geometry has been bound to anchors

        Type:
        :   boolean, default False, (readonly)

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

    vertex_group
    :   Name of Vertex Group which determines Anchors

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Give a detailed overview of The Source of the Noise: syntax, arguments, return values, common patterns.

assistant: To understand where noise can come from, take for example the scene below.
When we trace a light ray into the location marked by the white circle on a red dot,
the second image below gives an impression of what the diffuse shader “sees”.

To find the light that is reflected from this surface,
we need to find the average color from all these pixels.
Note the glossy highlight on the sphere,
and the bright spot the light casts on the nearby wall. These hot-spots are much brighter than
other parts of the image and will contribute significantly to the lighting of this pixel.

|  |  |  |
| --- | --- | --- |
| ../../../_images/render_cycles_optimizations_reducing-noise_fisheye-reference.jpg   The scene. | ../../../_images/render_cycles_optimizations_reducing-noise_fisheye.jpg   Irradiance at the shading point. | ../../../_images/render_cycles_optimizations_reducing-noise_fisheye-hotspot.jpg   The detected highlights. |

The light is a known light source, so its location is already known,
but the glossy highlight(s) that it causes are a different matter.
The best we can do with path tracing is to distribute light rays randomly over the hemisphere,
hoping to find all the important bright spots. If for some pixels we miss some bright spot,
but we do find it for another, that results in noise. The more samples we take,
the higher the probability that we cover all the important sources of light.

With some tricks we can reduce this noise. If we blur the bright spots,
they become bigger and less intense, making them easier to find and less noisy.
This will not give the same exact result,
but often it’s close enough when viewed through a diffuse or soft glossy reflection.
Below is an example of using [Glossy Filter](../render_settings/light_paths.xhtml#bpy-types-cyclesrendersettings-blur-glossy)
and [Light Falloff](../../shader_nodes/color/light_falloff.xhtml).

|  |  |  |
| --- | --- | --- |
| ../../../_images/render_cycles_optimizations_reducing-noise_fisheye-blur-reference.jpg   Using Glossy Filter & Light Falloff. | ../../../_images/render_cycles_optimizations_reducing-noise_fisheye-blur.jpg   Irradiance at the shading point. | ../../../_images/render_cycles_optimizations_reducing-noise_fisheye-blur-hotspot.jpg   The detected highlights. |
user: Give a detailed overview of Convert to Display Node: syntax, arguments, return values, common patterns.

assistant: # Convert to Display Node

[image reference removed]

The *Convert to Display* node applies an [OpenColorIO](../../../render/color_management/opencolorio.html)
[display, view, and look transform](../../../render/color_management/displays_views.html)
to an image in the *scene linear* color space.
It converts linear render data into a color-accurate representation for a specific display and view
combination, following the configuration defined in the active color management settings.

This node complements the [Convert Colorspace](convert_colorspace.html) node
by supporting display-view-look combinations, which are not represented as individual color spaces
in modern OCIO configurations.
Unlike *Convert Colorspace*, this node reproduces the same color management transforms used by
the *Save As Render* option or the *Render View* display.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Geometry
:   The input geometry containing the hair curves to be shrinkwrapped.

Surface Input Type
:   Determines how the surface data is provided for shrinkwrapping.
    The geometry input takes priority over the object input.

    Object:
    :   Use an object reference to sample the target surface.

    Geometry:
    :   Use a geometry input to sample the surface directly.

Surface
:   The surface object or geometry used as the target for the shrinkwrap projection.

Factor
:   Controls the overall influence of the shrinkwrap effect.
    A value of 0.0 leaves the hair unchanged, while 1.0 fully conforms the hair to the surface.

Offset Distance
:   Defines a distance offset from the target surface.
    Positive values move curves away from the surface, while negative values move them inward.

Above Surface
:   Blends the shrinkwrap effect for points that start above the surface,
    allowing smoother transitions when only some parts of the curve should adhere to the mesh.

Smoothing Steps
:   The number of smoothing iterations applied to the curves after shrinkwrapping.
    Increasing this value helps to reduce artifacts and achieve smoother results.

Lock Roots
:   When enabled, prevents the root points of each curve from moving during the shrinkwrap operation.
    This ensures hair roots remain fixed to their original positions (e.g., attached to a scalp).
user: Provide the full official documentation entry for Common Examples, preserving all code examples.

assistant: Below are a few common kernels and their uses:

### Blur

A simple blur can be achieved with evenly weighted positive values.
For example, a 3x3 average blur kernel:

```
1/9  1/9  1/9
1/9  1/9  1/9
1/9  1/9  1/9
```

This softens the image by averaging neighboring pixels.

### Sharpen

A sharpening kernel enhances contrast at edges by emphasizing differences
between the center pixel and its neighbors:

```
 0  -1   0
-1   5  -1
 0  -1   0
```

### Edge Detection

Edge detection kernels highlight transitions in brightness by measuring differences between
adjacent pixels.
For example, the *Laplacian* kernel:

```
 0  -1   0
-1   4  -1
 0  -1   0
```

Or the *Sobel* kernel (horizontal edges):

```
-1  -2  -1
 0   0   0
 1   2   1
```
user: Show practical ways to work with Quaternion to Rotation Node in a Blender add-on or script – include code.

assistant: # Quaternion to Rotation Node

[image reference removed]

The *Quaternion to Rotation* node converts a [quaternion rotation](../../../../advanced/appendices/rotations.xhtml#quaternion-mode) to a standard rotation.
user: Explain Material Shader in complete detail according to the official Blender documentation.

assistant: Grease Pencil materials use a special [shader](properties.xhtml)
that define the appearance of the surface of the stroke and fill.

Stroke and fill components has it own section panel and
they can be enabled with a checkbox on the panel header.

*Stroke* only has effect on the lines and *Fill* only on the areas
determined by closed lines (by connecting the lines start and end points).
user: Give a detailed overview of UV Editing: syntax, arguments, return values, common patterns.

assistant: Display Stretch
:   Show how much of a shape difference there is between UV space and 3D space.
    Blue means low distortion, red means high.
    You can choose whether to display the distortion based on *Angle* or *Area*.
user: Show practical ways to work with World Settings in a Blender add-on or script – include code.

assistant: # World Settings

The world environment can emit light, ranging from a single solid color
to arbitrary textures.

In EEVEE, the world lighting contribution is stored into an internal
[Light Probe](light_probes/index.xhtml).
This makes the lighting less precise than Cycles.

EEVEE considers the world lighting contribution as indirect lighting
whereas Cycles considers it as direct lighting.
user: Explain Mesh Plane in complete detail according to the official Blender documentation.

assistant: # Mesh Plane

The *Mesh Plane* operator automates the process of creating a plane,
sizing it to match the aspect ratio of the selected image, and applying a material with the image as a texture.
The plane, material, and texture are named based on the image filename.

This tool supports importing single images, multiple images, or image sequences/movie clips:

- **Single Image**: Creates one plane with the image applied as a texture.
- **Multiple Images**: Generates multiple planes, either stacked or spaced apart.
- **Image Sequence/Movie Clip**: Creates a single plane with the animated sequence applied.
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Curve
:   Standard geometry input.

Cuts
:   The number of control points to create on the segment following each point.
    When the input is a field, the number of cuts for a segment is determined by
    the value of the field when evaluated at the previous point.