PGCRYPT/OpenBlender_Train huggingface dataset:
user: How do I use Smooth in Blender? Include parameters, examples, warnings and best practices.

assistant: The *Smooth* operator blends the weights of selected vertices based on the average of adjacent vertices,
creating smoother transitions in weight painting. This operator is useful for refining weight distributions,
improving deformation in rigging, and eliminating abrupt transitions between vertex weights.

Subset
:   Restrict the tool to a subset.
    See above [The Subset Option](#sculpt-paint-weight-paint-editing-subset) about how subsets are defined.

Factor
:   Controls the amount of blending toward the average weight of **connected** vertices.

    - A *Factor* of 0.0 preserves the original weights.
    - A *Factor* of 1.0 fully adopts the calculated average weight.
    - Values between 0.0 and 1.0 blend the weights proportionally.

Iterations
:   Sets how many times the smoothing operation is repeated.
    Higher values produce smoother results but may introduce unwanted artifacts in fine details.

Expand/Contract
:   Adjusts the smoothing influence by expanding or contracting the selection:

    - Positive values expand the selection to include neighboring vertices.
    - Negative values contract the selection to focus on a smaller subset of vertices.

### Examples

Example: Single Selected Vertex

Consider a single selected vertex connected to four unselected vertices.
The unselected vertices have weights: 1, 0, 0, and 0.
The average weight of the unselected vertices is: \((1 + 0 + 0 + 0) / 4 = 0.25\)

If the *Factor* is:

- 0.0: The selected vertex retains its original weight.
- 1.0: The selected vertex adopts the calculated average weight (0.25).
- Between 0 and 1: The vertex’s weight gradually shifts toward 0.25, blending proportionally.

[image reference removed]

Single vertex select with a *Factor* of 1.0.

Example: Multiple Selected Vertices

When multiple vertices are selected,
the *Smooth* operator applies calculations to each vertex based on its adjacent unselected vertices.

For example:

- A vertex connected to three unselected vertices with weights \((1, 0, 0)\) averages to \(0.333\).
- A vertex connected to one unselected vertex with weight 1 averages to \(1.0\).
- A vertex connected only to unselected vertices with weights \((0, 0, 0)\)
  remains unchanged with an average weight of \(0.0\).

These blended results depend on the *Factor* value.

[image reference removed]

Three selected vertices with a *Factor* of 1.0.

Example: Edge Loop Smoothing

In a practical use case, selecting a middle edge loop allows
the operator to blend weights between adjacent areas. For example:

- The edge loop has two unselected adjacent vertices on either side, with weights \(1\) and \(0\).
- The average weight is \((1 + 0) / 2 = 0.5\).
- Applying the *Smooth* operator with *Factor* set to 1.0 will turn the edge loop green,
  creating a smooth blend between the “hot” (left) and “cold” (right) sides.

[image reference removed]

Center edge loop of vertices selected with a *Factor* of 1.0.
user: What is Attributes and how is it used in Blender Python scripting?

assistant: When merging attributes from multiple geometry inputs, the highest complexity data type is chosen
for the output attribute. For example, if a `weight` attribute is a Boolean on one geometry input
and a vector on another, the `weight` attribute on the output geometry will use the vector data type.
user: Give a detailed overview of Line Project: syntax, arguments, return values, common patterns.

assistant: # Line Project

This tool flattens the geometry along a plane determined by the camera view and a drawn line.
The region of the mesh being flattened is visualized by the side of the line that is shaded.

|  |  |
| --- | --- |
| ../../../_images/sculpt-paint_sculpting_tools_line-project_before.png   Before Line Project. | ../../../_images/sculpt-paint_sculpting_tools_line-project_after.png   After Line Project. |
user: Show practical ways to work with Is Edge Manifold Node in a Blender add-on or script – include code.

assistant: # Is Edge Manifold Node

[image reference removed]

The *Is Edge Manifold* node outputs a boolean value indicating whether each edge in a mesh
is *manifold*. A manifold edge is shared by exactly two faces and has consistent face normals,
meaning it is part of a continuous surface without gaps or branching edges.

This node is useful for detecting mesh topology issues or isolating boundary or non-manifold edges.
user: Provide the full official documentation entry for References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`FreestyleLineStyle.color_modifiers`](bpy.types.FreestyleLineStyle.html#bpy.types.FreestyleLineStyle.color_modifiers "bpy.types.FreestyleLineStyle.color_modifiers") - [`LineStyleColorModifiers.new`](bpy.types.LineStyleColorModifiers.html#bpy.types.LineStyleColorModifiers.new "bpy.types.LineStyleColorModifiers.new") | - [`LineStyleColorModifiers.remove`](bpy.types.LineStyleColorModifiers.html#bpy.types.LineStyleColorModifiers.remove "bpy.types.LineStyleColorModifiers.remove") |
user: Describe Separate Bundle Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Separate Bundle Node

[image reference removed]

The *Separate Bundle* node extracts individual values from a
[Bundle](index.xhtml).
Each output corresponds to an element in the bundle, identified by its socket name.

This node is the counterpart of the
[Combine Bundle](combine_bundle.xhtml)
node and is typically used to retrieve structured data that was previously grouped together.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Position
:   A 2D vector that defines the location of the split line in normalized coordinates.
    The *X* and *Y* values range from 0 to 1, where (0.5, 0.5) places the split line
    at the center of the image.

Rotation
:   Adjusts the angle of the split line in degrees.

Image
:   The first image input, displayed on one side of the split.

Image
:   The second image input, displayed on the opposite side of the split.
user: Give a detailed overview of Displacement and Bump: syntax, arguments, return values, common patterns.

assistant: Both methods can be combined to use actual displacement for the bigger displacement and
bump for the finer details. This can provide a good balance to reduce memory usage.

Once you subdivide the mesh very finely, it is better to use only actual displacement in Cycles.
Keeping bump maps will then only increase memory usage and slow down renders.
user: Describe Mix Rotation from the Blender manual or Python API, including usage steps and snippets.

assistant: # Mix Rotation

The *Mix Node* mixes values, colors and vectors inputs
using a factor to control the amount of interpolation.
The *Color* mode has additional blending modes.

[image reference removed]
user: Explain Properties in complete detail according to the official Blender documentation.

assistant: Data Type
:   Float:
    :   The node will average a *Float* field.

    Vector:
    :   The node will average a *Vector* field.

Domain
:   The [attribute domain](../../attributes_reference.xhtml#attribute-domains) used for evaluate the *Value* input.
user: Give a detailed overview of Language: syntax, arguments, return values, common patterns.

assistant: Enable Edit ‣ Preferences ‣ Interface ‣ Translation, and choose the *Language* and what to
translate from *Interface*, *Tooltips* and *New Data*.

See [Language](../../editors/preferences/interface.html#prefs-interface-translation) for details.
user: Provide the full official documentation entry for Brush Settings, preserving all code examples.

assistant: ### General

Normal Radius
:   Higher by default. This ensures that the brush does not change directions to sporadically during a stroke.
    More info at [Normal Radius](../../brush/brush_settings.html#bpy-types-brush-normal-radius-factor)

Tip Roundness
:   Very low by default for a square shape for more deliberate shaping.
    More info at [Tip Roundness](../../brush/brush_settings.html#bpy-types-brush-tip-roundness)
user: Describe Options from the Blender manual or Python API, including usage steps and snippets.

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

    Effect Fader
    :   Allows you to manually [keyframe](../../../../../animation/keyframes/index.xhtml) a custom fade.
        This can be used with different [easings](../../../../../editors/graph_editor/fcurves/properties.xhtml#editors-graph-fcurves-settings-easing)
        to fine-tune the fade in/out.
user: Show practical ways to work with Hardware Limitations in a Blender add-on or script – include code.

assistant: General hardware limitations apply when using the GPU compositor.
See also [Troubleshooting Graphics Hardware](../troubleshooting/gpu/index.xhtml#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.xhtml#bpy-types-compositornodebokehblur) node.
To prevent unexpected resets, it is recommended to increase the TDR timeout.
user: How do I use Maximize Area in Blender? Include parameters, examples, warnings and best practices.

assistant: Expands the editor area so it fills the whole window, while keeping the Topbar and Status Bar visible.
This is useful for focusing on a single editor (e.g. 3D Viewport, Shader Editor) without changing your workspace
layout.

In the 3D Viewport, maximizing the area temporarily hides:

- [Navigation Gizmos](../../editors/3dview/navigate/introduction.xhtml#navigation-gizmo)
- [Text Info](../../editors/3dview/display/overlays.xhtml#bpy-types-view3doverlay-show-text) overlay
- [Statistics](../../editors/3dview/display/overlays.xhtml#bpy-types-view3doverlay-show-stats) overlay

To return to normal size, use the shortcut again or click the *Back to Previous* button in the Topbar.
user: Show practical ways to work with Chroma Vectorscope in a Blender add-on or script – include code.

assistant: This scope visualizes the color distribution of the image. Each point has:

- An angle indicating its hue.
- A distance-from-center indicating its saturation.
- A brightness indicating how many pixels in the video frame have the
  above hue and saturation.

|  |  |
| --- | --- |
| ../../../../_images/video-editing_preview_display-mode_example.jpg   Example image. | ../../../../_images/video-editing_preview_display-mode_vectorscope.png   Corresponding Chroma Vectorscope. |
user: Describe TransformOrientation(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # TransformOrientation(bpy_struct)

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

*class* bpy.types.TransformOrientation(*bpy_struct*)
:   matrix
    :   Type:
        :   [`mathutils.Matrix`](mathutils.html#mathutils.Matrix "mathutils.Matrix") of 3 \* 3 items in [-inf, inf], default ((0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0))

    name
    :   Name of the custom transform orientation

        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: What is Viewport and how is it used in Blender Python scripting?

assistant: See Common Settings above.

Volume Resolution
:   Resolution percentage of [volume objects](../../../modeling/volumes/index.xhtml) in the viewport.
    This mostly affects memory usage rather than computation times.

Normals
:   Skip computing [custom normals](../../../modeling/meshes/structure.xhtml#modeling-meshes-normals-custom)
    and face corner normals for displaying meshes in the viewport.
user: Provide the full official documentation entry for References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`GeometryNodeIndexSwitch.index_switch_items`](bpy.types.GeometryNodeIndexSwitch.html#bpy.types.GeometryNodeIndexSwitch.index_switch_items "bpy.types.GeometryNodeIndexSwitch.index_switch_items") |  |
user: How do I use File Substitution Tokens in Blender? Include parameters, examples, warnings and best practices.

assistant: Substitution tokens are special sequences of characters in a filename
that can be replaced with more meaningful and context aware information.
In this case, tokens are identified by being text wrapped in angle bracket characters.

This substitution is used while load loading or saving an image
to automatically identify the tile associated with a particular texture in the UDIM array.

The following tokens are supported:

- `<UDIM>`: A 4-digit notation calculated as `1001 + u-tile + v-tile * 10`.
- `<UVTILE>`: A notation defined as `u(u-tile + 1)_v(v-tile + 1)`.

Examples:

- `monster-basecolor.<UDIM>.png` will load/save files like `monster-basecolor.1021.png` etc.
- `monster-basecolor.<UVTILE>.png` will load/save files like `monster-basecolor.u1_v3.png` etc.
user: Explain Domain Size Node in complete detail according to the official Blender documentation.

assistant: # Domain Size Node

[image reference removed]

The *Domain Size* outputs the size of an attribute domain on the selected geometry type,
for example, the number of edges in a mesh, or the number of points in a point cloud.

For more information about attribute domains, see the [geometry attributes page](../attributes_reference.xhtml#attribute-domains).
user: Describe MeshVertex(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # MeshVertex(bpy_struct)

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

*class* bpy.types.MeshVertex(*bpy_struct*)
:   Vertex in a Mesh data-block

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

    groups
    :   Weights for the vertex groups this vertex is member of

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

    hide
    :   Type:
        :   boolean, default False

    index
    :   Index of this vertex

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

    normal
    :   Vertex Normal

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

    select
    :   Type:
        :   boolean, default False

    undeformed_co
    :   For meshes with modifiers applied, the coordinate of the vertex with no deforming modifiers applied, as used for generated texture coordinates

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 3 items in [-inf, inf], default (0.0, 0.0, 0.0), (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: Provide the full official documentation entry for Toolbar, preserving all code examples.

assistant: # Toolbar

[Tweak](../../../interface/selecting.xhtml#tool-select-tweak)
:   Select or move.

    [Select Box](../../../interface/selecting.xhtml#tool-select-box)
    :   Select objects by dragging a box.
        All objects that intersect the box will be selected.

    [Select Circle](../../../interface/selecting.xhtml#tool-select-circle)
    :   Select objects by dragging a circle. All objects that intersect the path of
        the circle will be selected.

    [Select Lasso](../../../interface/selecting.xhtml#tool-select-lasso)
    :   Select objects by drawing a lasso.

Cursor
:   Change the location of the 3D Cursor.

Move
:   Translation tool.

Rotate
:   Rotation tool.

Scale
:   Scale tool.

    [Scale Cage](scale_cage.xhtml#tool-scale-cage)
    :   Change the scale of an object by controlling its cage.

Transform
:   Tool to adjust the objects translation, rotations and scale.

[Annotate](../../../interface/annotate_tool.xhtml#tool-annotate-freehand)
:   Draw free-hand annotation.

    [Annotate Line](../../../interface/annotate_tool.xhtml#tool-annotate-line)
    :   Draw straight line annotation.

    [Annotate Polygon](../../../interface/annotate_tool.xhtml#tool-annotate-polygon)
    :   Draw a polygon annotation.

    [Annotate Eraser](../../../interface/annotate_tool.xhtml#tool-annotate-eraser)
    :   Erase previous drawn annotations.

[Measure](../../../editors/3dview/toolbar/measure.xhtml#tool-measure)
:   Measure distances in the scene.

[Add Cube](../../../editors/3dview/toolbar/add_cube.xhtml#tool-add-cube)
:   Interactively add a cube mesh object.

    [Add Cone](../../../editors/3dview/toolbar/add_cone.xhtml#tool-add-cone)
    :   Interactively add a cone mesh object.

    [Add Cylinder](../../../editors/3dview/toolbar/add_cylinder.xhtml#tool-add-cylinder)
    :   Interactively add a cylinder mesh object.

    [Add UV Sphere](../../../editors/3dview/toolbar/add_uvsphere.xhtml#tool-add-uvsphere)
    :   Interactively add a UV sphere mesh object.

    [Add Icosphere](../../../editors/3dview/toolbar/add_icosphere.xhtml#tool-add-icosphere)
    :   Interactively add an icosphere mesh object.
user: Provide the full official documentation entry for Options, preserving all code examples.

assistant: [image reference removed]

The Armature modifier.

Object
:   The name of the armature object used by this modifier.

Vertex Group
:   The name of a vertex group of the object, the weights of which will be used to determine the influence of this
    Armature Modifier’s result when mixing it with the results from other *Armature* ones.

    Only meaningful when having at least two of these modifiers on the same object,
    with *Multi Modifier* activated.

    Invert
    :   Inverts the influence set by the vertex group defined in previous setting
        (i.e. reverses the weight values of this group).

Bind to
:   Vertex Groups
    :   When enabled, bones of a given name will deform points which belong to
        [vertex groups](../../../modeling/meshes/properties/vertex_groups/index.html) of the same name.
        E.g. a bone named “forearm”, will only affect the points in the “forearm” vertex group.

        The influence of one bone on a given point is controlled by the weight of this point in the relevant group.
        A much more precise method than *Bone Envelopes*, but also generally longer to set up.

    Bone Envelopes
    :   When enabled, bones will deform points or control points near them,
        defined by each bone’s envelope radius and distance.
        Enable/Disable bone [envelopes](../../../animation/armatures/bones/properties/deform.html#armature-bones-envelope) defining the deformation
        (i.e. bones deform points in their neighborhood).
user: Provide the full official documentation entry for Example, preserving all code examples.

assistant: The image below shows the final render of a low-poly landscape
obtained by moving up the vertices of a triangulated grid
with *Proportional Editing* enabled.

[image reference removed]

A landscape obtained via Proportional Editing.
user: Describe Tracks from the Blender manual or Python API, including usage steps and snippets.

assistant: # Tracks

A track plays one or more actions in sequence. You can create multiple tracks to play
several actions at the same time.

[image reference removed]

NLA Tracks and Strips.

The track region has the following properties:

Disable NLA stack (checkbox in blue object header)
:   When unchecked, mutes all the tracks except the Action Track.

Track name
:   Double-click to change. (Not possible for the Action Track, as this one simply displays the
    name of the action.)

Mute (checkbox in gray track header)
:   When unchecked, the track stops contributing to the animation. Its strips receive a dotted outline
    to indicate this. Note that you can also mute individual strips.

Lock (padlock icon)
:   Prevents changes from being made to this track.
    This is useful, for example, if you want to move the strips in all the tracks except for a few.

Solo (star icon)
:   Mutes all other tracks, including the Action Track, so that only this track contributes
    to the animation. This is useful for inspecting the track without any distractions from others.
user: Explain skin.stretchy_chain in complete detail according to the official Blender documentation.

assistant: This rig extends the basic chain with automation that propagates movement of the start and end,
and an optional middle control, to other controls. This results in stretching the whole chain
when moving one of the ends, rather than just the immediately adjacent B-Bones.

Middle Control Position
:   Specifies the position of the middle control within the chain; disabled when zero.

Falloff
:   Specifies the influence falloff curves of the start, middle and end controls.
    Zero results in linear falloff, increasing widens the influence, and -10 disables
    the influence propagation from that control completely.

Spherical Falloff
:   Toggle buttons to change the shape of the falloff curve from a power curve that at falloff 1 forms a parabola
    \(1 - x^{2^f}\) to a curve forming a circle \((1 - x^{2^f})^{2^{-f}}\).

Falloff Along Chain Curve
:   Computes the falloff curve along the length of the chain, instead of projecting on the straight
    line connecting its start and end points.

Propagate Twist
:   Specifies whether twist of the chain should be propagated to control points between main controls.

Propagate Scale
:   Specifies whether perpendicular scaling of the chain should be propagated to control points between main controls.

Propagate to Controls
:   Allows other chains to see propagated twist and scale via *Merge Parent Rotation and Scale* when their
    controls are merged into this chain, instead of it being completely local to this chain.

Primary Control Layers
:   Optionally specifies bone collections for the end controls.

Secondary Control Layers
:   Optionally specifies bone collections for the middle control, falling back to *Primary Control Layers* if not set.

The main controls with active falloff have the effect of *Merge Parent Rotation and Scale*
automatically enabled just for them.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Image
:   Standard color input image.

Type
:   Defines the method used to generate the chromatic aberration effect.

    Offset:
    :   Offsets individual color channels along the X or Y axis.
        A simple and fast way to create horizontal or vertical color fringing.

    Scale:
    :   Scales each color channel differently from the image center,
        creating a radial dispersion effect.

    Directional Blur:
    :   Blurs color channels along a specific direction to simulate motion-like chromatic smearing.

    Lens Dispersion:
    :   Simulates wavelength-dependent refraction through a lens,
        creating realistic radial rainbow edges near the image borders.

Axis Offset
:   Determines the axis along which channel offsets occur.

    Vertical:
    :   Applies offsets vertically.

    Horizontal:
    :   Applies offsets horizontally.

Factor
:   Controls the intensity of the aberration.
    Higher values increase the separation between color channels and make the effect more visible.

Center Directional Blur
:   The pivot point around which directional transformations occur.
    Defined in normalized coordinates (0.0-1.0 across the image).

Samples Directional Blur
:   Sets the number of samples used to compute the directional blur.
    More samples produce a smoother result but increase computation time.
    The number of samples is *2ⁿ*, growing exponentially with this input.

Fit Lens Dispersion
:   Scales the resulting image to fit entirely within the frame,
    avoiding empty borders caused by radial dispersion.
user: Provide the full official documentation entry for Usage, preserving all code examples.

assistant: 1. Open the *Storyboarding* template from the **File → New → Storyboarding** menu.
2. Use the **Edit** scene’s Sequencer to organize shots.
3. Duplicate the **Shot.000** asset in the Sequencer to create new shots.
4. Draw storyboards in each shot’s 2D workspace using *Grease Pencil*.
5. Adjust timing or order of scenes directly in the Sequencer to refine the flow.

This setup allows artists and directors to plan visual storytelling sequences efficiently,
with a clean link between individual drawings and the master storyboard timeline.
user: Describe Field Visualization from the Blender manual or Python API, including usage steps and snippets.

assistant: Socket shapes are used to convey which sockets are fields and which are regular data.
There are three possible socket shapes, each visualizing its “field status”:

Circle:
:   The socket requires a single value, it cannot accept a field input.
    For output sockets, this means the node always outputs a single value.

Diamond:
:   The socket can accept a field input, or it outputs a field. A constant single
    value can be connected to these sockets, but then the output will often not
    vary per element.

Diamond with Dot:
:   The socket can be a field, but it is currently a single value. This is helpful
    because it allows tracking where single values are calculated, instead of a field
    with many different results. It also means that [Socket Inspection](inspection.html#socket-inspection) will show
    the value instead of field input names.

[image reference removed]

The socket shape is a diamond with a dot, meaning the field has the same value
for every element. Every point will be moved up by 5 m.

[image reference removed]

The socket shape is a diamond and the field input now has a varying input. In other words,
the value can be different for every element. In this case, the position will be doubled,
since the offset for every point is the point’s position.

When a connection is made between two node sockets that support
fields the node connection will be drawn as a dashed line.
If you make the mistake of connecting a non-field socket to a field socket,
the connection will be drawn as a solid red line indicating that there is an error.
user: Explain UIPopover(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # UIPopover(bpy_struct)

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

*class* bpy.types.UIPopover(*bpy_struct*)
:   layout
    :   Type:
        :   [`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (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 Rendering in complete detail according to the official Blender documentation.

assistant: Activating *Viewport Render* will render from the current active view.
This means that if you are not in an active camera view,
a virtual camera is used to match the current perspective.
To get an image from the camera point of view,
enter the active camera view with `Numpad0`.

As with a normal render, you can abort it with `Esc`.

Render a Still Image
:   To render a still image, use 3D Viewport ‣ View ‣ Render Viewport Preview.

Render an Animation
:   To render an animation, use 3D Viewport ‣ View ‣ Render Playblast.

Render Keyframes
:   To render an animation, but only those frames that have a keyframe, use 3D Viewport ‣ View ‣ Render Playblast on Keyframes. This only renders those frames for which the selected objects have an animation key. The other frames are still written to the output, but will simply repeat the last-rendered frame.

    For example, when a six-frame animation is rendered, and the selected objects have a key on frames 3 and 5, the following frames will be output:

    1. The 1st frame is always rendered.
    2. The 1st frame is repeated because there is no key on this frame.
    3. The 3rd frame is rendered.
    4. The 3rd frame is repeated because there is no key on this frame.
    5. The 5th frame is rendered.
    6. The 5th frame is repeated because there is no key on this frame.
user: Give a detailed overview of Position Node: syntax, arguments, return values, common patterns.

assistant: # Position Node

[image reference removed]

The *Position* node outputs a vector of each point of the geometry the node is connected to.

The node can work on geometry domains besides points. In that case, the position data will be
automatically interpolated to the new domain. For example, when used as part of the input to
the [Split Edges Node](../../mesh/operations/split_edges.xhtml), the position for each edge
will be the average position of the edge’s two vertices.

For instances themselves, the output is the origin of each instance. However, if the node is for
a geometry node that adjusts data inside instances, the position output of this node will be
in the local space of each instance. See the [Instance Processing](../../instances.xhtml#geometry-nodes-instance-processing) page
for more details.
user: Show practical ways to work with NodeSocketInt(NodeSocketStandard) in a Blender add-on or script – include code.

assistant: # NodeSocketInt(NodeSocketStandard)

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

*class* bpy.types.NodeSocketInt(*NodeSocketStandard*)
:   Integer number socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   int in [-inf, inf], default 0

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

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: What is Outputs and how is it used in Blender Python scripting?

assistant: Projection
:   The 3D Viewport’s perspective or orthographic projection matrix.

View
:   The view direction and location of the 3D viewport.

Is Orthographic
:   Whether the viewport is using orthographic projection.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Grid
:   The input grid to advect. Must have a uniform voxel scale.

Velocity
:   The vector grid defining the flow direction and magnitude at each voxel.
    The *Velocity* field determines how grid values are transported through
    space.

Time Step
:   The time step used for advection, in seconds.
    Larger values result in faster motion but may reduce accuracy or stability.

Integration Scheme
:   The numerical integration method used to trace voxel positions through the
    velocity field:

    Semi-Lagrangian:
    :   First-order semi-Lagrangian integration. Fastest and most stable but
        introduces noticeable numerical diffusion (blurring).

    Midpoint:
    :   Second-order midpoint integration. Balances speed and accuracy, suitable
        for most cases.

    Runge-Kutta 3:
    :   Third-order Runge-Kutta integration. Provides higher accuracy with
        moderate computational cost.

    Runge-Kutta 4:
    :   Fourth-order Runge-Kutta integration. Highest accuracy single-step
        scheme, ideal for detailed simulations but slower to compute.

    MacCormack:
    :   MacCormack scheme with implicit diffusion control. Reduces numerical
        dissipation while maintaining stability.

    BFECC:
    :   Back and Forth Error Compensation and Correction. An advanced scheme that
        minimizes dissipation and maintains sharper features.

Limiter
:   The limiting strategy used to reduce overshoot or undershoot artifacts
    in high-order advection schemes:

    None:
    :   No limiting applied. Fastest but can introduce artifacts in regions with
        steep gradients.

    Clamp:
    :   Clamps values to the range of the original neighborhood, preventing
        overshooting and undershooting while preserving stability.

    Revert:
    :   Reverts to first-order integration in cases where clamping would be
        necessary. More conservative and stable than clamping alone.
user: Describe Examples from the Blender manual or Python API, including usage steps and snippets.

assistant: Below are examples of blending modes, as well as some practical use cases.

[image reference removed]

Blending a colored pattern with a flat color (top row) and a circular mask (bottom row).

### Fixing overexposure

The Compositing setup below shows how to fix an overexposed render by
darkening it and increasing contrast.

[image reference removed]

Example node setup showing two RGB Curves nodes and a Mix node for composition.

The top [RGB Curves Node](../../../compositing/types/color/adjust/rgb_curves.xhtml) darkens the image by linearly scaling each
color value to a smaller one.

The bottom curve node increases contrast by making small values smaller and large values larger.

Finally, the Mix node blends the two together.

### Watermark Images

In the old days, a pattern was pressed into the paper mush as it dried,
creating a mark that identified who made the paper and where it came from.
The mark was barely perceptible except in just the right light.
Probably the first form of subliminal advertising.

Nowadays, people watermark their images to identify them as personal intellectual property,
for subliminal advertising of the author or hosting service,
or simply to track their image’s proliferation throughout the web.

Blender provides a complete set of tools for you to both encode your watermark
and to tell if an image has your watermark.

#### Encoding your Watermark in an Image

First, construct your own personal watermark.
You can use your name, a word, or a shape or image not easily replicated.
While neutral gray works best using the encoding method suggested,
you are free to use other colors or patterns.
It can be a single pixel or a whole gradient; it is up to you.

In the example below, we are encoding the watermark in a specific location
in the image using the *Translate* node;
this helps later because we only have to look at a specific location for the mark.
We then use the *RGB to BW node* to convert the color image to grayscale numbers,
which we then feed into the *Map Range* node to reduce the mark to one-tenth of
its original intensity.

The *Add* node (*Mix* node with blending mode *Add*) adds the corresponding pixels,
making the ones containing the mark ever-so-slightly brighter.

[image reference removed]

Embedding a watermark in an image.

Of course, if you *want* people to notice your mark, do not scale it so much,
or make it a contrasting color. There are also many other ways,
using other mix settings and fancier rigs. Feel free to experiment!

#### Decoding an Image for your Watermark

When you see an image that you think might be yours,
use the node tree below to compare it to your stock image (non-watermarked original).
In this tree, the *Mix* node is set to Difference,
and the *Map Value* node amplifies any difference.
You can see how the original mark clearly stands out.

[image reference removed]

Checking an image for your watermark.
user: Explain Image Info Node in complete detail according to the official Blender documentation.

assistant: # Image Info Node

[image reference removed]

The *Image Info* node outputs spatial and transformation information about an image in the compositor.

This node is useful for generating procedural effects that depend on image size or position.
It enables workflows such as vignette creation using math nodes,
or dynamic scaling of effects relative to image dimensions.
user: Describe Scatter on Surface Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Scatter on Surface Node

[image reference removed]

The *Scatter on Surface* node distributes points or instances across the surface of a mesh.
It provides flexible control over how elements are placed using density, randomization,
and Poisson disk sampling.
This node is useful for procedural scattering of objects such as grass, rocks, or debris
on terrain or any other surface.
user: Show practical ways to work with Outputs in a Blender add-on or script – include code.

assistant: Curve Instances
:   Geometry output containing one instance per character.

Remainder
:   The part of the text that did not fit in the box described by the *Text Box Height* and
    *Text Box Width* inputs. Only used in the *Truncate* overflow mode.

Line
:   An attribute field containing the line index of each character
    (on the [instance domain](../../attributes_reference.xhtml#attribute-domains)).

Pivot Point
:   Outputs the position described by the *Pivot Point* drop-down in the local space of each instance.
user: How do I use Action Panel in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Actions with and without a Manual Frame Range in Dope Sheet.

When the editor is in [Action Editor](modes/action.xhtml) mode,
or in Dope Sheet mode with a channel selected that belongs to an action,
this panel allows changing some settings of that action.
See [Action Properties](../../animation/actions.xhtml#actions-properties) for details.
user: What is Select Similar and how is it used in Blender Python scripting?

assistant: Selects control points that have certain similar properties to the active one.
The [Adjust Last Operation](../../interface/undo_redo.html#bpy-ops-screen-redo-last) panel provides several selection options:

Type
:   Type
    :   Selects splines that have the same spline Type i.e. Bézier, NURBS or Poly.

    Radius
    :   Selects control points that have a similar Radius value.

    Weight
    :   Selects all points that have a similar Weight value.

    Direction
    :   Selects control points that have a similar handles direction.

Compare
:   For quantitative properties, this property selects the type of comparison to between the two numerical values.

    Equal:
    :   Select items with the same value as the active item’s chosen property.

    Greater:
    :   Select items with a larger value as the active item’s chosen property.

    Less:
    :   Select items with a smaller value as the active item’s chosen property.

Threshold
:   For quantitative properties, this property controls how
    close the property’s values have to be in the comparison.
user: Give a detailed overview of Distribute Points in Volume: syntax, arguments, return values, common patterns.

assistant: # Distribute Points in Volume

[image reference removed]

The *Distribute Points in Volume* node creates points inside of volume grids.
The node has two basic modes of operation: distributing points randomly, or in
a regular grid. Both methods operate on all of the float grids in the volume.
user: Show practical ways to work with NodeTreeInterfaceSocketShader(NodeTreeInterfaceSocket) in a Blender add-on or script – include code.

assistant: # NodeTreeInterfaceSocketShader(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketShader(*NodeTreeInterfaceSocket*)
:   Shader socket of a node

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

    *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 Erase Multires Displacement from the Blender manual or Python API, including usage steps and snippets.

assistant: # Erase Multires Displacement

This brush deletes displacement information of
the [Multires Modifier](../../../modeling/modifiers/generate/multiresolution.html),
resetting the mesh to a regular subdivision surface result.

This can be used to reset parts of the sculpt or to fix reprojection artifacts
after applying a [Shrinkwrap Modifier](../../../modeling/modifiers/deform/shrinkwrap.html).
user: How do I use Bpy.Types.Greasepencillayer in Blender? Include parameters, examples, warnings and best practices.

assistant:  GreasePencilv3Layers.remove Next GreasePencilLayerGroup(GreasePencilTreeNode) Previous GreasePencilLatticeModifier(Modifier) Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page GreasePencilLayer(GreasePencilTreeNode) GreasePencilLayer GreasePencilLayer.blend_mode GreasePencilLayer.frames GreasePencilLayer.ignore_locked_materials GreasePencilLayer.lock_frame GreasePencilLayer.mask_layers GreasePencilLayer.matrix_local GreasePencilLayer.matrix_parent_inverse GreasePencilLayer.opacity GreasePencilLayer.parent GreasePencilLayer.parent_bone GreasePencilLayer.pass_index GreasePencilLayer.radius_offset GreasePencilLayer.rotation GreasePencilLayer.scale GreasePencilLayer.tint_color GreasePencilLayer.tint_factor GreasePencilLayer.translation GreasePencilLayer.use_lights GreasePencilLayer.use_viewlayer_masks GreasePencilLayer.viewlayer_render GreasePencilLayer.get_frame_at() GreasePencilLayer.current_frame() GreasePencilLayer.bl_rna_get_subclass() GreasePencilLayer.bl_rna_get_subclass_py() Inherited Properties Inherited Functions References
user: What is Properties and how is it used in Blender Python scripting?

assistant: Data Type
:   Float:
    :   The node will average a *Float* field.

    Vector:
    :   The node will average a *Vector* field.

Domain
:   The [attribute domain](../../attributes_reference.html#attribute-domains) used for evaluate the *Value* input.