PGCRYPT/OpenBlender_Train huggingface dataset:
user: Give a detailed overview of GeometryNodePointsToSDFGrid(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodePointsToSDFGrid(GeometryNode)

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

*class* bpy.types.GeometryNodePointsToSDFGrid(*GeometryNode*)
:   Create a signed distance volume grid from points

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Gradient Type
:   Controls the type of gradient generated.

    Linear:
    :   Directly outputs the input X coordinate.

    Quadratic:
    :   Interpolates the input X coordinate quadratically.

    Easing:
    :   Uses a combination of quadratic and linear interpolation
        to generate a smooth gradient from the input X coordinate.

    Diagonal:
    :   Averages the input X and Y coordinates.

    Spherical:
    :   Creates an inverse gradient using the length of the input vector; the maximum value is at (0, 0, 0).

    Quadratic Sphere:
    :   The same as Spherical, except interpolated quadratically.

    Radial:
    :   Outputs a value based on the angle of the input around the Z axis.
user: Explain Animation in complete detail according to the official Blender documentation.

assistant: Animation is making an object move or change shape over time.
Objects can be animated in many ways:

Moving as a whole object
:   Changing their position, orientation or size in time;

Deforming them
:   Animating their vertices or control points;

Inherited animation
:   Causing the object to move based on the movement of another object (e.g. its parent, hook, armature, etc.).

In this chapter, we will cover the first two,
but the basics given here are actually vital for understanding the following chapters as well.

Animation is typically achieved with the use of [keyframes](keyframes/introduction.xhtml).

### State Colors

[image reference removed]

State colors of properties.

Properties have different colors and menu items for different states.

|  |  |
| --- | --- |
| Gray | Not animated |
| Yellow | Keyframed on the current frame |
| Green | Keyframed on a different frame |
| Orange | Changed from the keyframed value |
| Purple | Controlled by a driver |

The changed value highlight currently doesn’t work with [NLA](../editors/nla/introduction.xhtml).
user: How do I use Rendering in Blender? Include parameters, examples, warnings and best practices.

assistant: Rendering volumes works the same as rendering smoke simulations. By default,
the [Principled Volume shader](../../render/shader_nodes/shader/volume_principled.html)
is used for rendering volume objects. It will use grids named `density`,
`color` and `temperature` by default. If these are not available,
another grid name must be chosen in the shader nodes.
user: What is Object Info Node and how is it used in Blender Python scripting?

assistant: # Object Info Node

[image reference removed]

The *Object Info* node gives information about the object instance.
This can be useful to give some variation to a single material assigned to multiple instances,
either manually controlled through the object index, based on the object location,
or randomized for each instance. For example a Noise texture can give random colors or a Color
Ramp can give a range of colors to be randomly picked from.
user: Describe Transfer Mesh Data Layout from the Blender manual or Python API, including usage steps and snippets.

assistant: # Transfer Mesh Data Layout

Transfers layout of data layer(s) from active to selected meshes.

Data Type
:   Which data to transfer.

    [image reference removed]

    Data types.

Exact Match
:   Also Delete some data layers from destination if necessary, so that it matches the source exactly.

Source Layers Selection
:   Which layers to transfer, in case of multi-layer types.

    Active Layer
    :   Only transfer the active data layer.

    All Layers
    :   Transfer all data layers.

Destination Layers Matching
:   How to match source and destination layers.

    By Name
    :   Match target data layers to affect by name.

    By Order
    :   Match target data layers to affect by order (indices).
user: Give a detailed overview of GeometryNodeSampleGridIndex(GeometryNode): syntax, arguments, return values, common patterns.

assistant: # GeometryNodeSampleGridIndex(GeometryNode)

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

*class* bpy.types.GeometryNodeSampleGridIndex(*GeometryNode*)
:   Retrieve volume grid values at specific voxels

    data_type
    :   Node socket data type

        Type:
        :   enum in [Node Socket Data Type Items](bpy_types_enum_items/node_socket_data_type_items.html#rna-enum-node-socket-data-type-items), default `'FLOAT'`

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: What is SDF Grid Mean Curvature Node and how is it used in Blender Python scripting?

assistant: # SDF Grid Mean Curvature Node

[image reference removed]

The *SDF Grid Mean Curvature* node applies mean curvature flow smoothing to a Signed Distance Field (SDF) grid.
This operation evolves the surface of the field over time based on its mean curvature,
causing high-curvature (sharp or noisy) regions to smooth out more rapidly than flatter areas.

Unlike simple averaging or Laplacian smoothing, mean curvature flow adapts to
the geometric features of the surface, providing a more natural, shape-preserving
smoothing process. It can be used to refine complex SDF surfaces, remove small
artifacts, and create organically blended transitions between features.

This node is particularly effective after boolean operations or mesh-to-SDF
conversion, where the resulting fields may contain high-frequency noise.
user: Show practical ways to work with Texture Coordinate Node in a Blender add-on or script – include code.

assistant: # Texture Coordinate Node

[image reference removed]

The *Texture Coordinate* node outputs various coordinate systems
that can be used for procedural textures, image textures, and other vector-based texture inputs.

It is most commonly connected to the *Vector* input of texture nodes,
allowing textures to be placed or manipulated in different coordinate spaces.
user: Show practical ways to work with Pin & Unpin in a Blender add-on or script – include code.

assistant: You can pin UVs so they do not move between multiple unwrap operations.
When Unwrapping a model it is sometimes useful to “Lock” certain UVs,
so that parts of a UV layout stay the same shape, and/or in the same place.
Pinning is done by selecting a UV, then selecting *Pin* from the *UVs* menu,
or the shortcut `P`. You can *Unpin a UV* with the shortcut `Alt`-`P`.

Pinning is most effective when using the Unwrap method of UV mapping, for organic objects.
An example is when you are modeling a symmetrical object using
the [Mirror Modifier](../../modifiers/generate/mirror.xhtml).
Some of the UVs on the mirror axis may be shared across the mirrored counterparts.
You could pin the UVs that correspond to the midline, then align them on the X axis,
and they will stay in that location.

The sculpting tools, *Pinch* and *Relax*, will not move any pinned UVs. This allows
you to pin the borders, or around interior holes, and gives even more control to the
sculpt tools.

Pinning also works great with the *Live Unwrap* tool. If you pin two or more UVs,
with *Live Unwrap* on, moving or scaling the pinned UVs will interactively unwrap the model.
You can even use the *Grab* sculpting tool to move the pinned UVs.
This helps with fitting a UV island to a certain shape or region.
user: Give a detailed overview of Inherited Properties: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`FModifier.name`](bpy.types.FModifier.html#bpy.types.FModifier.name "bpy.types.FModifier.name") - [`FModifier.type`](bpy.types.FModifier.html#bpy.types.FModifier.type "bpy.types.FModifier.type") - [`FModifier.show_expanded`](bpy.types.FModifier.html#bpy.types.FModifier.show_expanded "bpy.types.FModifier.show_expanded") - [`FModifier.mute`](bpy.types.FModifier.html#bpy.types.FModifier.mute "bpy.types.FModifier.mute") - [`FModifier.is_valid`](bpy.types.FModifier.html#bpy.types.FModifier.is_valid "bpy.types.FModifier.is_valid") - [`FModifier.active`](bpy.types.FModifier.html#bpy.types.FModifier.active "bpy.types.FModifier.active") | - [`FModifier.use_restricted_range`](bpy.types.FModifier.html#bpy.types.FModifier.use_restricted_range "bpy.types.FModifier.use_restricted_range") - [`FModifier.frame_start`](bpy.types.FModifier.html#bpy.types.FModifier.frame_start "bpy.types.FModifier.frame_start") - [`FModifier.frame_end`](bpy.types.FModifier.html#bpy.types.FModifier.frame_end "bpy.types.FModifier.frame_end") - [`FModifier.blend_in`](bpy.types.FModifier.html#bpy.types.FModifier.blend_in "bpy.types.FModifier.blend_in") - [`FModifier.blend_out`](bpy.types.FModifier.html#bpy.types.FModifier.blend_out "bpy.types.FModifier.blend_out") - [`FModifier.use_influence`](bpy.types.FModifier.html#bpy.types.FModifier.use_influence "bpy.types.FModifier.use_influence") - [`FModifier.influence`](bpy.types.FModifier.html#bpy.types.FModifier.influence "bpy.types.FModifier.influence") |
user: Show practical ways to work with Collections Panel in a Blender add-on or script – include code.

assistant: [image reference removed]

Collections panel.

All collections that an object has been assigned to are listed in the Properties
Object tab ‣ Collections panel.

Add to Collection
:   Adds the selected object to a collection.
    A pop-up lets you specify the collection to add to.

(Add to Collection)
:   Creates a new collection and adds the selected object to it.

Name
:   To rename a collection, simply click in the collections name field.

(Remove Collection)
:   Removes the object from the specified collection.

(Collection Specials)
:   Unlink Collection, Select Objects in Collection, Set Offset from Cursor

X, Y, Z
:   Applies a spatial offset of the instanced collections from the original object’s origin.
user: Give a detailed overview of FunctionNodeSliceString(FunctionNode): syntax, arguments, return values, common patterns.

assistant: # FunctionNodeSliceString(FunctionNode)

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

*class* bpy.types.FunctionNodeSliceString(*FunctionNode*)
:   Extract a string segment from a larger string

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: How do I use Add Menu in Blender? Include parameters, examples, warnings and best practices.

assistant: In the 3D Viewport, `Shift`-`A` to add a new bone to your armature.

This bone will be:

- Of one unit of length.
- Oriented towards the global Z axis.
- With its root placed at the 3D cursor position.
- With no relationship with any other bone of the armature.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: [image reference removed]

The Cast modifier.

Shape
:   Menu to choose target shape of the projection: *Sphere*, *Cylinder* or *Cuboid*.

Axis
:   Toggle buttons to enable/disable the modifier in the X, Y, Z axes directions
    (X and Y only for *Cylinder* cast type, since the Z axis remains unaffected).

Factor
:   The factor to control blending between original and cast vertex positions.

    It is a linear interpolation: 0.0 gives original coordinates (i.e. modifier has no effect),
    1.0 casts to the target shape.

    Values below 0.0 or above 1.0 exaggerate the deformation, sometimes in interesting ways.

Radius
:   If nonzero, this radius defines a sphere of influence.
    Vertices outside it are not affected by the modifier.

Size
:   Alternative size for the projected shape. If zero,
    it is defined by the initial shape and the control object, if any.

Size from Radius
:   If activated, calculate *Size* from *Radius*, for smoother results.

Vertex Group
:   If set, restrict the effect to the only vertices in that vertex group.
    This allows selective, real-time casting, by painting vertex weights.

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

        The setting reverses the weight values of the group.

Object
:   The name of an object to control the effect.
    The location of this object’s origin defines the center of the projection.
    Also, its size and rotation transform the projected vertices.
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`MaskSpline.points`](bpy.types.MaskSpline.html#bpy.types.MaskSpline.points "bpy.types.MaskSpline.points") - [`MaskSplinePoints.remove`](bpy.types.MaskSplinePoints.html#bpy.types.MaskSplinePoints.remove "bpy.types.MaskSplinePoints.remove") | - [`MaskSplines.active_point`](bpy.types.MaskSplines.html#bpy.types.MaskSplines.active_point "bpy.types.MaskSplines.active_point") |
user: Explain Marker Display in complete detail according to the official Blender documentation.

assistant: Determines how markers are displayed in the editor.

Pattern
:   Whether to show the pattern areas of tracks. Can be used to reduce clutter and
    check how good tracking is.

Search `Alt`-`S`
:   Whether to show the search areas of *selected* tracks. Can be used to reduce clutter and
    check how good tracking is.

Path
:   Shows past (red) and future (blue) positions of tracks relative to the current frame,
    visualizing how they move. This makes it easier to spot irregularities.

Length
:   Length (in frames) of the *Path*.

Show Disabled `Alt`-`D`
:   When unchecked, hides the tracks that are disabled on the current frame
    (except for the active track, i.e. the one that was selected last).
    This helps to make the view more clear and see if the tracking is accurate enough.

Info
:   Displays the name and status of each selected track.
    The status can be “keyframed,” “tracked,” “disabled” and so on.

3D Markers
:   Shows the result of [solving](../../../movie_clip/tracking/clip/toolbar/solve.xhtml) the
    markers’ 3D locations based on their 2D movement. Each 3D location is projected
    back to the movie clip and displayed as a small point, which is colored green if
    it’s close to the original 2D marker (meaning a good solve) or red if it’s far away
    (meaning it needs to be tweaked).

Display Thin
:   By default, marker areas are displayed as bright boxes with a black outline.
    This option displays them using thin dashed lines instead.
user: What is Examples and how is it used in Blender Python scripting?

assistant: [image reference removed]

The above example creates a curve Array with connections between curves.
This is created by duplicating the [Arc primitive](../curve/primitives/arc.xhtml)
curve with the [Duplicate Elements Node](../geometry/operations/duplicate_elements.xhtml).
Each curve is shifted in a top direction based on its index value.
All the curves are converted to the Point Cloud by the
[Curve to Points Node](../curve/operations/curve_to_points.xhtml).
Finally, the points are converted to curves by the Points to Curves node.

All the Points of the resulting Curves geometry have the same
attributes as points on the initial Arc primitive.
user: Describe Basic Usage from the Blender manual or Python API, including usage steps and snippets.

assistant: Create a Collection:
:   - Create a new collection (this can be done via the Outliner).
    - Link the objects that need to be instanced as part of the newly created collection.

Create a new Collection Instance:
:   - Add ‣ Collection Instance

At this point, an instance of the collection and an [empty object](../../../../modeling/empties.xhtml) will appear.
You can duplicate the empty, and the *Instance Collections* settings will be preserved for each empty.
This way, you can get multiple copies of linked data very easily.
user: Explain LineStyleColorModifier_Curvature_3D(LineStyleColorModifier) in complete detail according to the official Blender documentation.

assistant: # LineStyleColorModifier_Curvature_3D(LineStyleColorModifier)

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

*class* bpy.types.LineStyleColorModifier_Curvature_3D(*LineStyleColorModifier*)
:   Change line color based on the radial curvature of 3D mesh surfaces

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

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

    color_ramp
    :   Color ramp used to change line color

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

    curvature_max
    :   Maximum Curvature

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

    curvature_min
    :   Minimum Curvature

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

    expanded
    :   True if the modifier tab is expanded

        Type:
        :   boolean, default False

    influence
    :   Influence factor by which the modifier changes the property

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

    type
    :   Type of the modifier

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

    use
    :   Enable or disable this modifier during stroke rendering

        Type:
        :   boolean, default False

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   [type](#bpy.types.LineStyleColorModifier_Curvature_3D.type "bpy.types.LineStyleColorModifier_Curvature_3D.type")
user: Show practical ways to work with Light Falloff in a Blender add-on or script – include code.

assistant: In reality light in a vacuum will always fall off at a rate of 1/(distance^2).
However, as distance goes to zero,
this value goes to infinity and we can get very bright spots in the image.
These are mostly a problem for indirect lighting, where the probability of hitting such
a small but extremely bright spot is low and so happens only rarely.
This is a typical recipe for [Fireflies](../../../glossary/index.html#term-Fireflies).

|  |  |
| --- | --- |
| <../../../_images/render_cycles_optimizations_reducing-noise_falloff-hard.jpg>   Hard Falloff. | <../../../_images/render_cycles_optimizations_reducing-noise_falloff-soft.jpg>   Soft Falloff. |

To reduce this problem, the [Light Falloff](../../shader_nodes/color/light_falloff.html)
node has a *Smooth factor*, that can be used to reduce the maximum intensity
a light can contribute to nearby surfaces. The images above show default falloff and smooth value 1.0.
user: Show practical ways to work with Options in a Blender add-on or script – include code.

assistant: Scale X, Y, Z
:   The amount to resize the selection on their respected axis.

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 Mix Vector Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Mix Vector Node

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

assistant: Geometry
:   The input geometry containing the hair curves to be grouped and,
    optionally, existing guide curves.

Guides
:   The curves or points that can act as guides.
    These are the candidates that other curves will be assigned to.

Guide Distance
:   The minimum spacing between chosen guides.
    This prevents guides from being selected too close together and helps control
    how large each guide’s influence region will be.

Guide Mask
:   A mask that restricts which curves are allowed to become guides.
    Curves with a mask value of 0 cannot be selected as guides.

Group ID
:   An ID used to divide the curves into independent groups for guide assignment.
    A curve will only select a guide that has the same *Group ID* value.
    This is useful for ensuring that different regions (for example, left vs. right side of a groom)
    do not mix.
user: What is Modifier Triangulate Quad Method Items and how is it used in Blender Python scripting?

assistant: # Modifier Triangulate Quad Method Items

BEAUTY:
:   Beauty.

    Split the quads in nice triangles, slower method.

FIXED:
:   Fixed.

    Split the quads on the first and third vertices.

FIXED_ALTERNATE:
:   Fixed Alternate.

    Split the quads on the 2nd and 4th vertices.

SHORTEST_DIAGONAL:
:   Shortest Diagonal.

    Split the quads along their shortest diagonal.

LONGEST_DIAGONAL:
:   Longest Diagonal.

    Split the quads along their longest diagonal.
user: What is Drivers and how is it used in Blender Python scripting?

assistant: Upgrading to the latest graphics drivers often solves problems. Newer drivers have bug fixes that help Blender
function correctly.

On Windows, drivers are provided by the graphics card manufacturer (NVIDIA). Windows Update automatically installs
graphics drivers, or your computer manufacturer may provide its own version of the graphics drivers.

However, these are not always the latest version or may have been corrupted in some way. We recommend always using
the official drivers.

[Download Latest NVIDIA Drivers](https://www.nvidia.com/Download/index.aspx)
user: Describe Camera from the Blender manual or Python API, including usage steps and snippets.

assistant: To tweak the stereo 3D parameters, select the camera in the Outliner.
In the Camera panel go to the Stereoscopy tab and change the *Convergence Distance*.

The viewport will respond in real-time to those changes allowing you to preview the current depth value of the scene.

[image reference removed]

Stereo convergence distance.
user: Provide the full official documentation entry for Volumetrics, preserving all code examples.

assistant: - Only single scattering is supported.
- Volumetrics are rendered only for the camera “rays”. They don’t appear in reflections/refractions and probes.
- Volumetric shadowing only work in volumetrics. They won’t cast shadows onto solid objects in the scene.
- Volumetric shadowing only work for volumes inside the view frustum.
user: How do I use GeometryNodeCurvePrimitiveCircle(GeometryNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # GeometryNodeCurvePrimitiveCircle(GeometryNode)

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

*class* bpy.types.GeometryNodeCurvePrimitiveCircle(*GeometryNode*)
:   Generate a poly spline circle

    mode
    :   Method used to determine radius and placement

        - `POINTS`
          Points – Define the radius and location with three points.
        - `RADIUS`
          Radius – Define the radius with a float.

        Type:
        :   enum in [`'POINTS'`, `'RADIUS'`], default `'RADIUS'`

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Geometry is drawn in batches.
A batch contains the necessary data to perform the drawing.
That includes an obligatory *Vertex Buffer* and an optional *Index Buffer*,
each of which is described in more detail in the following sections.
A batch also defines a draw type.
Typical draw types are `POINTS`, `LINES` and `TRIS`.
The draw type determines how the data will be interpreted and drawn.
user: Describe Logging Options from the Blender manual or Python API, including usage steps and snippets.

assistant: `--log` `<match>`
:   Enable logging categories, taking a single comma separated argument.

    `--log "*"`: everything
    `--log "event"`: every category starting with `event`.
    `--log "render,cycles"`: both render and cycles messages.
    `--log "*mesh*"`: every category containing `mesh` sub-string.
    `--log "*,^operator"`: everything except operators, with `^prefix` to exclude.

`--log-level` `<level>`
:   Set the logging verbosity level.

    fatal: Fatal errors only
    error: Errors only
    warning: Warnings
    info: Information about devices, files, configuration, operations
    debug: Verbose messages for developers
    trace: Very verbose code execution tracing

`--log-show-memory`
:   Show memory usage for each log message.

`--log-show-source`
:   Show source file and function name in output.

`--log-show-backtrace`
:   Show a back trace for each log message (debug builds only).

`--log-file` `<filepath>`
:   Set a file to output the log to.

`--log-list-categories`
:   List all available logging categories for `--log`, and exit.
user: Explain Main View in complete detail according to the official Blender documentation.

assistant: When a clip is loaded a Timeline is shown at bottom of the Preview.
It expands over the full area limited by the animation range.
You can move the Playhead by dragging with `LMB`.

The Timeline is composed of the following visual elements:

- Blue line: Playhead
- Yellow: Motion track
- Yellow line: Keyframe
- Orange line: Shape keyframe
- Purple: Prefetched frames
- Light green line: Solve start/end keyframe
user: Describe Adjust Last Operation from the Blender manual or Python API, including usage steps and snippets.

assistant: [Adjust Last Operation](../undo_redo.html#bpy-ops-screen-redo-last) is a region that allows
tweaking an operator after running it. For example, if you just added a cube,
you can use this region to tweak its size.
user: What is Euler Modes and how is it used in Blender Python scripting?

assistant: The axes system used for performing Euler rotations is the so called Euler gimbal.
A gimbal is a particular set of three axes.
The special thing about this is that the axes have a hierarchical relationship between them:
one of the axes is at the top of the hierarchy, and has one of the other two axes as its immediate child;
at the same time, this child axis is the parent of the remaining axis, the one at the very bottom of the hierarchy.

Which axis is on top, which one in the middle and which at the bottom,
depends on the particular Euler gimbal: there are six types of them, as there
are six possible combinations: XYZ, XZY, YXZ, YZX, ZXY and ZYX Euler rotation modes.
These modes are named using the letters of the axes in order, starting from
the axis at the bottom of the hierarchy, and finishing with the one on top.

The main problem of these systems comes when they lose their relative perpendicularity.
And this happens when the axis in the middle rotates, causing the axis at the bottom to
rotate with it. It keeps getting worse when this bottom axis approaches 90° (or equivalent angles).
In that case, it will remain aligned with the axis on top of the hierarchy. In that moment
we have just lost one axis of rotation. This can cause discontinuous interpolations when animating.
This particular loss of axis is known as the “gimbal lock”.

One advantage of this mode is that animation curves are easy to understand and edit.
However, special attention must be done when the middle axis approaches values close to 90° (or equivalent angles).
user: Give a detailed overview of Shading: syntax, arguments, return values, common patterns.

assistant: ### Principled Volume

[Principled Volume](../../shader_nodes/shader/volume_principled.html)
is a physically-based volume shader that can be used to create a wide range of volume materials.
It supports scattering, absorption and emission in one easy to use node.
Fire can be rendered with blackbody emission.

[image reference removed]

Smoke and fire rendered with Principled Volume shader.

### Volume Components

For more control, volume shading components can be manually combined into a custom shader setup.

- [Volume Absorption](../../shader_nodes/shader/volume_absorption.html)
  will absorb part of the light as it passes through the volume.
  This can be used to shade for example black smoke or colored glass objects, or mixed with the Volume Scatter node.
  This node is similar to the transparent BSDF node,
  it blocks part of the light and lets other light pass straight through.
- [Volume Scatter](../../shader_nodes/shader/volume_scatter.html)
  lets light scatter in other directions as it hits particles in the volume.
  The anisotropy defines in which direction the light is more likely to scatter.
  A value of 0 will let light scatter evenly in all directions (similar to the diffuse BSDF node),
  negative values let light scatter mostly backwards, and positive values let light scatter mostly forward.
  This can be used to shade white smoke or clouds for example.
- [Emission](../../shader_nodes/shader/emission.html)
  will emit light from the volume, for example for fire.

[image reference removed]

Volume Absorption, Scatter and Emission

### Attributes

When rendering smoke and fire, volume attributes are used to define the shape and shading of the volume.
The Principled Volume shader will use them by default, while custom volume shaders can use
the Attribute node to get attributes such as density, color and temperature.

### Density

All volume shaders have a density input.
The density defines how much of the light will interact with the volume,
getting absorbed or scattered, and how much will pass straight through. For effects such as
smoke you would specify a density field to indicate where in the volume there is smoke and
how much (density bigger than 0), and where there is no smoke (density equals 0).

Volumes in the real world consist of particles,
a higher density means there are more particles per unit volume. More particles means there is
a higher chance for light to collide with a particle and get absorbed or scattered,
rather than passing straight through.
user: Describe Normalize from the Blender manual or Python API, including usage steps and snippets.

assistant: This tool only works on the active vertex group. All vertices keep their relative weights,
but the entire set of weights is scaled up such that the highest weight value is 1.0.

[image reference removed]

Normalize example.
user: Give a detailed overview of GreasePencilTreeNode(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # GreasePencilTreeNode(bpy_struct)

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

subclasses —
[`GreasePencilLayer`](bpy.types.GreasePencilLayer.html#bpy.types.GreasePencilLayer "bpy.types.GreasePencilLayer"), [`GreasePencilLayerGroup`](bpy.types.GreasePencilLayerGroup.html#bpy.types.GreasePencilLayerGroup "bpy.types.GreasePencilLayerGroup")

*class* bpy.types.GreasePencilTreeNode(*bpy_struct*)
:   Grease Pencil node in the layer tree. Either a layer or a group

    channel_color
    :   Color of the channel in the dope sheet

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, inf], default (0.0, 0.0, 0.0)

    hide
    :   Set tree node visibility

        Type:
        :   boolean, default False

    lock
    :   Protect tree node from editing

        Type:
        :   boolean, default False

    name
    :   The name of the tree node

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

    next_node
    :   The layer tree node after (i.e. above) this one

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

    parent_group
    :   The parent group of this layer tree node

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

    prev_node
    :   The layer tree node before (i.e. below) this one

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

    select
    :   Tree node is selected

        Type:
        :   boolean, default False

    use_masks
    :   The visibility of drawings in this tree node is affected by the layers in the masks list

        Type:
        :   boolean, default False

    use_onion_skinning
    :   Display onion skins before and after the current frame

        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 Compatibility, preserving all code examples.

assistant: In some cases, Blender may crash on startup. Running Blender in compatibility mode can help in fixing this issue. To
enable compatibility mode, `RMB` on the Blender executable and select Properties ‣
Compatibility and enable Run this program in compatibility mode. Confirm the changes with *Apply*.
user: Describe Examples from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

### Basic

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

### Multiple Values

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

### Named Inputs

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

### Padded Numbers

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

### Number Format (Template Style)

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

### Path with Frame Number

- **Format:** `/output/image_{:04}.png`
- **Input:** Integer 42
- **Result:** `/output/image_0042.png`
user: Show practical ways to work with Drivers in a Blender add-on or script – include code.

assistant: Upgrading to the latest graphics drivers often solves problems. Newer drivers have bug fixes that help Blender
function correctly.

On macOS, graphics drivers are built into the operating system and the only way to get newer drivers is to upgrade
macOS as a whole to the latest version.
user: Give a detailed overview of Dirty Vertex Colors: syntax, arguments, return values, common patterns.

assistant: Generate a dirt map gradient based on cavity.

Blur Strength
:   Blur strength per iteration.

Blur Iterations
:   Number of times to blur the colors (higher blurs more).

Highlight Angle
:   Clamps the angle for convex areas of the mesh.
    Lower values increase the contrast but can result in clamping.
    90 means flat, 180 means infinitely pointed.

Dirt Angle
:   Clamps the angle for concave areas of the mesh.
    Higher values increase the contrast but can result in clamping.
    90 means flat, 0 means infinitely deep.

Dirt Only
:   When active it won’t calculate cleans for convex areas.

Normalize
:   Choose optimal contrast by effectively lowering
    *Highlight Angle* and increasing *Dirt Angle* automatically.
    Disabling *Normalize* allows getting consistent results across multiple objects.
user: Explain Is Edge Smooth Node in complete detail according to the official Blender documentation.

assistant: # Is Edge Smooth Node

[image reference removed]

The *Is Edge Smooth* node outputs true for each edge of the mesh that is *not* marked as sharp. Otherwise, if the edge
*is* marked as sharp, then the node outputs false.
user: What is Batch Rename and how is it used in Blender Python scripting?

assistant: The *Batch Rename* operator can rename many data-block names at once.
This uses a pop-up dialog with operations and their options to change the name.
These actions are applied in order, from first to last.

Data Source
:   Where to look for the data-blocks that are intended to be renamed.

    Selected:
    :   Operates on the currently selected objects.

    All:
    :   Operates on all data in the blend file.

Data Type
:   The [data-block type](../data_blocks.html#data-system-datablock-types) to perform the batch rename operations on.

### Operations

The *Batch Rename* has several sub Operations to change the data names.
The default operation is *Find/Replace* however, other operations can be added
to change the data names further.
Below all the operations gives a message in the status bar on how many data-blocks were renamed.

#### Find/Replace

*Find/Replace* searches for a particular text in the names and optionally replaces it with a new text.
[Regular Expressions](https://en.wikipedia.org/wiki/Regular_expression)
can be used as a powerful way to tailor the *Find*/*Replace* texts
and can be enabled using the icon to the right of the text fields.

Find
:   The text to search for in names.

Replace
:   The text to replace for in matching names found from the *Find* text.

Case Sensitive
:   Search results must exactly match the case of the *Find* text.

#### Set Name

*Set Name* works the most similar to [Rename Active Item](#rename-active-item)
by renaming the current data-block without having to do a find and replace operation.

Method
:   New:
    :   Disregards the current name replacing it with the “new” name.

    Prefix:
    :   Adds text to the beginning of the current name.
        This is useful for tools that look for special text in the prefix of a data-block name.

    Suffix:
    :   Adds text to the end of the current name.
        This is useful for tools that look for special text in the suffix of a data-block name.

Name
:   Defines the new name or the text to add as a prefix/suffix.

#### Strip Characters

*Strip Characters* cleans up names by removing certain
character types from either the beginning or the end of the name.

Characters
:   Spaces:
    :   Strips any space characters from the name, e.g. “Living Room “ becomes “Living Room”.

    Digits:
    :   Strips any numerical characters from the name, e.g. `cube.001` becomes `cube.`.

    Punctuation:
    :   Strips any punctuation characters (`,.?!:;` etc.) from the name, e.g. `cube?` becomes `cube`.

Strip From
:   Start:
    :   Strips any leading characters in the name.

    End:
    :   Strips any trailing characters in the name.

#### Change Case

*Change Case* modifies the case of names to be one of the following:

Convert To
:   Upper Case:
    :   Changes all text to be in upper case, e.g. `cube.001` becomes `CUBE.001`.

    Lower Case:
    :   Changes all text to be in lower case, e.g. `CUBE.001` becomes `cube.001`.

    Title Case:
    :   Changes all text to be in title case, e.g. `living room` becomes `Living Room`.
user: How do I use File and Paths in Blender? Include parameters, examples, warnings and best practices.

assistant: At Preferences ‣ File Paths you can set options such as what *Image Editor* (GIMP, Krita…) and
*Animation Player* to use.

The [Temporary Directory](../../advanced/blender_directory_layout.xhtml#temp-dir) sets where to store files such as temporary renders and auto-saves.

See [File Preferences](../../editors/preferences/file_paths.xhtml) for details.
user: Describe Installation on Windows from the Blender manual or Python API, including usage steps and snippets.

assistant: # Installation on Windows

This guide covers the following topics:

1. [Installing Python](#installing-python) (used to “convert” the source files to HTML)
2. [Installing Git and Downloading the Repository](#installing-git-and-downloading-the-repository)
3. [Setting up the Build Environment](#setting-up-the-build-environment)
user: Explain Blender 2.8 in complete detail according to the official Blender documentation.

assistant: - [Blender 2.83 LTS](https://docs.blender.org/manual/en/2.83/)
- [Blender 2.82](https://docs.blender.org/manual/en/2.82/)
- [Blender 2.81](https://docs.blender.org/manual/en/2.81/)
- [Blender 2.80](https://docs.blender.org/manual/en/2.80/)