PGCRYPT/OpenBlender_Train huggingface dataset:
user: Explain Bpy.Types.Fileselectidfilter in complete detail according to the official Blender documentation.

assistant: recast bpy_struct.values References ¶ FileSelectParams.filter_id Next FileSelectParams(bpy_struct) Previous FileSelectEntry(bpy_struct) Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page FileSelectIDFilter(bpy_struct) FileSelectIDFilter FileSelectIDFilter.category_animation FileSelectIDFilter.category_environment FileSelectIDFilter.category_geometry FileSelectIDFilter.category_image FileSelectIDFilter.category_misc FileSelectIDFilter.category_object FileSelectIDFilter.category_scene FileSelectIDFilter.category_shading FileSelectIDFilter.filter_action FileSelectIDFilter.filter_annotations FileSelectIDFilter.filter_armature FileSelectIDFilter.filter_brush FileSelectIDFilter.filter_cachefile FileSelectIDFilter.filter_camera FileSelectIDFilter.filter_curve FileSelectIDFilter.filter_curves FileSelectIDFilter.filter_font FileSelectIDFilter.filter_grease_pencil FileSelectIDFilter.filter_group FileSelectIDFilter.filter_image FileSelectIDFilter.filter_lattice FileSelectIDFilter.filter_light FileSelectIDFilter.filter_light_probe FileSelectIDFilter.filter_linestyle FileSelectIDFilter.filter_mask FileSelectIDFilter.filter_material FileSelectIDFilter.filter_mesh FileSelectIDFilter.filter_metaball FileSelectIDFilter.filter_movie_clip FileSelectIDFilter.filter_node_tree FileSelectIDFilter.filter_object FileSelectIDFilter.filter_paint_curve FileSelectIDFilter.filter_palette FileSelectIDFilter.filter_particle_settings FileSelectIDFilter.filter_pointcloud FileSelectIDFilter.filter_scene FileSelectIDFilter.filter_sound FileSelectIDFilter.filter_speaker FileSelectIDFilter.filter_text FileSelectIDFilter.filter_texture FileSelectIDFilter.filter_volume FileSelectIDFilter.filter_work_space FileSelectIDFilter.filter_world FileSelectIDFilter.bl_rna_get_subclass() FileSelectIDFilter.bl_rna_get_subclass_py() Inherited Properties Inherited Functions References
user: How do I use WipeStrip(EffectStrip) in Blender? Include parameters, examples, warnings and best practices.

assistant: # WipeStrip(EffectStrip)

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

*class* bpy.types.WipeStrip(*EffectStrip*)
:   Sequence strip creating a wipe transition

    angle
    :   Angle of the transition

        Type:
        :   float in [-1.5708, 1.5708], default 0.0

    blur_width
    :   Width of the blur for the transition, in percentage relative to the image size

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

    direction
    :   Whether to fade in or out

        Type:
        :   enum in [`'OUT'`, `'IN'`], default `'OUT'`

    input_1
    :   First input for the effect strip

        Type:
        :   [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), (never None)

    input_2
    :   Second input for the effect strip

        Type:
        :   [`Strip`](bpy.types.Strip.html#bpy.types.Strip "bpy.types.Strip"), (never None)

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

    transition_type
    :   Type:
        :   enum in [`'SINGLE'`, `'DOUBLE'`, `'IRIS'`, `'CLOCK'`], default `'SINGLE'`

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # World Output Node

[image reference removed]

The *World Output* node is used to output color information to the scene’s
[World](../../lights/world.html).

To access this node, change the *Shader Type* in the header of
the Shader Editor to *World*.
user: Describe To Sphere from the Blender manual or Python API, including usage steps and snippets.

assistant: # To Sphere

The *To Sphere* transformation will give the selection spherical qualities.
The Fig. [Monkey with increasing sphericity.](#fig-mesh-deform-to-sphere-monkey) below shows the results of applying
the *To Sphere* transformation to the monkey mesh.

[image reference removed]

Monkey with increasing sphericity.

The sequence above shows a monkey mesh with
a 0, 0.25 (25%), 0.5 (50%) and 1 (100%) To Sphere transform applied.
user: Give a detailed overview of Hold Split: syntax, arguments, return values, common patterns.

assistant: Like *Split*, it splits a strip in two distinct strips;
however you will not be able to drag the endpoints to show the frames past the split of each resulting strip.

Although you can adjust the [Hold Offset](../../../editors/video_sequencer/sequencer/sidebar/strip.xhtml#sequencer-duration-hard)
number fields in the *Strip Info* panel.
user: Explain Introduction in complete detail according to the official Blender documentation.

assistant: # Introduction

EEVEE is Blender’s realtime render engine focused on speed and interactivity while achieving the
goal of rendering PBR materials.
EEVEE can be used interactively in the 3D Viewport but also produce high quality final renders.

[image reference removed]

EEVEE in the 3D Viewport – “Tiger” by Daniel Bystedt.

EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing
scenes. For Cycles users, this makes EEVEE work great for previewing materials in realtime.

EEVEE is based on rasterization and is not a path tracer.
Instead of computing each ray of light, rasterization determines what surface is visible from the camera.
It then estimates the way light interacts with these surfaces and materials using numerous algorithms.
While EEVEE is designed to use PBR principles,
it is not perfect and Cycles will always provide more physically accurate renders.
For these reasons, EEVEE has a set of [limitations](limitations/index.html).

[image reference removed]

EEVEE final render – “Temple” by Dominik Graf.
user: Give a detailed overview of Append: syntax, arguments, return values, common patterns.

assistant: *Append* copies data-blocks into your blend-file without keeping any reference to the original ones.
You can make further edits to your local copy of the data,
but changes in the external source file will not be reflected in the current one.

In the [File Browser](../../editors/file_browser.html),
navigate to the external source blend-file and select the data-blocks you want to reuse.

### Options

These options are available in the right-hand panel of the File Browser.

Select
:   Select the newly added objects.

Active Collection
:   When enabled, objects and collections will be added to the active collection of the active
    [view layer](../../render/layers/introduction.html).
    Otherwise, they will be added to a new “Appended Data” collection in the active view layer.

Instance Collections
:   When enabled, each appended collection will be added to the scene as an
    [instance collection](../../scene_layout/object/properties/instancing/collection.html)
    (that is, a single object that represents the entire collection).
    You can add more such instances using Add ‣ Collection Instance,
    or replace an instance by the collection contents using [Make Instances Real](../../scene_layout/object/editing/apply.html#bpy-ops-object-duplicates-make-real).

    When disabled, the collections will be added as-is so you can see their content in the
    Outliner.

Instance Object Data
:   When enabled, an object will be created for each directly appended object data.
    Otherwise, no object will be created and the object data will not be visible in
    the scene until you create one yourself (e.g. by dragging the object data from the
    Outliner into the 3D Viewport).

Fake User
:   Marks the appended data-blocks as [Protected](../data_blocks.html#data-system-datablock-fake-user).

Localize All
:   Also copy all indirectly linked data, instead of maintaining the links.
user: How do I use NodeTreePath(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # NodeTreePath(bpy_struct)

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

*class* bpy.types.NodeTreePath(*bpy_struct*)
:   Element of the node space tree path

    node_tree
    :   Base node tree from context

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: ### Selecting a Brush and Material

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

### Creating Curves

1. Click (`LMB` or the `Pen` tip) and drag the start point.
2. Release on the desired end point.
3. After releasing you can tweak the curve using two cyan Bézier like manipulators.
4. Then confirm (`Return`/`MMB`) or cancel (`Esc`/`RMB`).

While dragging you can hold `Shift` to use only one manipulator to tweak the curve (like the Arc tool),
use `Alt` to create the arc from a center point.

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

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

|  |  |  |
| --- | --- | --- |
| ../../../../_images/grease-pencil_modes_draw_tools_curve_example-01.png   click and dragging the start point. | ../../../../_images/grease-pencil_modes_draw_tools_curve_example-02.png   Tweaking curve with the manipulators. | ../../../../_images/grease-pencil_modes_draw_tools_curve_example-03.png   The curve after confirming. |

### Extruding

Before confirming you can use `E` to extrude the end point of the curve
to generate multiple connected curves.

|  |  |  |
| --- | --- | --- |
| ../../../../_images/grease-pencil_modes_draw_tools_curve_extrude-01.png   End point extruding. | ../../../../_images/grease-pencil_modes_draw_tools_curve_extrude-02.png   Tweaking the last curve with the manipulators. | ../../../../_images/grease-pencil_modes_draw_tools_curve_extrude-03.png   The connected curves after confirming. |
user: Show practical ways to work with Intersect (Knife) in a Blender add-on or script – include code.

assistant: # Intersect (Knife)

The Intersect tool lets you cut intersections into geometry.
It is a bit like the Boolean tool, but, does not calculate interior/exterior geometry.
Faces are split along the intersections, leaving new edges selected.

Source
:   Self Intersect:
    :   Operate on the overlapping geometry of the mesh.

    Selected/Unselected:
    :   Operate between the selected and unselected geometry.

Separate Mode
:   All:
    :   Splits the geometry at the new edge.

    Cut:
    :   Keep each side of the intersection separate without splitting the faces in half.

    Merge:
    :   Merge all the geometry from the intersection.

Solver
:   Algorithm used to calculate the intersections.

    Float:
    :   Uses a simple solver which offers the good performance;
        however, this solver lacks support for overlapping geometry.

        Merge Threshold
        :   Tolerance for close faces to be considered touching.
            It may be useful to increase this when some intersections aren’t detected that should be and
            when extra geometry is being created because edges aren’t detected as overlapping.

    Exact:
    :   Uses a complex solver which offers the best results and has full
        support for overlapping geometry; however, this solver is much slower.
user: What is SimulationZoneViewerPathElem(ViewerPathElem) and how is it used in Blender Python scripting?

assistant: # SimulationZoneViewerPathElem(ViewerPathElem)

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

*class* bpy.types.SimulationZoneViewerPathElem(*ViewerPathElem*)
:   sim_output_node_id
    :   Type:
        :   int in [-inf, inf], default 0

    *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 Bones Influence, preserving all code examples.

assistant: [image reference removed]

A bone in Envelope visualization, in Edit Mode.

Basically, a bone controls a geometry when vertices “follow” the bone. This is like how
the muscles and skin of your finger follow your finger-bone when you move a finger.

To do this, you have to define the strength of *influences* a bone has on a certain vertex.

The simplest way is to have each bone affecting those parts of the geometry that are within
a given range from it. This is called the *envelope technique*,
because each bone can control only the geometry “enveloped” by its own influence area.

If a bone is visualized as *Envelope*, in *Edit Mode* and in *Pose Mode*
you can see the area of influence, which depends on:

- The *distance* property and
- the root’s radius and the tip’s radius.

[image reference removed]

Our armature in Envelope visualization, in Pose Mode.

All these influence parameters are further detailed
in the [skinning pages](../skinning/index.xhtml).
user: Show practical ways to work with Usage in a Blender add-on or script – include code.

assistant: The *Warp* modifier can be awkward to use sometimes, and its use case is rather small,
but there are a few still. For example, it can be used to have
an interactive [Proportional Editing](../../../editors/3dview/controls/proportional_editing.html)
that can be used for animations.

Another way to use this modifier is similar to
the [Deform Modifier](mesh_deform.html).
This allows you to deform parts of the mesh without having to make a vertex group.
user: Give a detailed overview of Instances: syntax, arguments, return values, common patterns.

assistant: # Instances

[image reference removed]

The three types of instances.

In addition to storing real data like a mesh or a curve, objects can store instances,
which themselves can reference more geometry, an object, or a collection. The purpose
of instancing is to allow duplicating geometry and storing it in an object, without duplicating
the actual data. This optimization allows render engines like [Cycles](../../render/cycles/index.xhtml)
to handle the same geometry data in many different locations better than when the data is duplicated.

Each instance keeps track of which geometry it corresponds to
and how the instanced is transformed compared to it’s source geometry.
Instances can also store the `id` attribute,
which is used to correct motion blur when instances move in an animation.

Instances can be created with geometry nodes using the [Instance on Points Node](instances/instance_on_points.xhtml).
user: Give a detailed overview of Edit Mode: syntax, arguments, return values, common patterns.

assistant: When working with dense geometry, it can become difficult to make subtle adjustments
without causing visible lumps and creases in the model’s surface.
When you face situations like this, Proportional Editing can help.

[image reference removed]

Proportional Editing in Edit Mode.

### Options

Connected Only `Alt`-`O`
:   Rather than using a radius only, the proportional falloff spreads via connected geometry.
    This means that you can proportionally edit the vertices in a finger of a hand
    without affecting the other fingers. While the other vertices are physically close (in 3D space),
    they are far away following the topological edge connections of the mesh.
    The icon will have a blue center when *Connected* is active.
    This mode is only available in *Edit Mode*.

Projected from View
:   Depth along the view is ignored when applying the radius.

    [image reference removed]

    The difference between having “Projected from View” disabled (left) and enabled (right).
user: Describe Inputs from the Blender manual or Python API, including usage steps and snippets.

assistant: Image
:   Standard color input.

Bokeh
:   This is an input for the [Bokeh Image](../../input/bokeh_image.html) node.

Size
:   The amount of blur, measured in pixels.
    Size can either be a single value across the entire image or a variable value controlled by an input image.

Bounding Box
:   This can be used with a [Box Mask](../../mask/box_mask.html)
    matte node or with a [Mask](../../input/mask.html)
    input node to restrict the area of the image the blur is applied to. This could be helpful, for example,
    when developing a node system by allowing only a small area of the image to be filtered
    thus saving composite time each time adjustments are made.
user: Provide the full official documentation entry for Visualization, preserving all code examples.

assistant: In Object Mode, the calculated mesh is shown, along with a black “selection ring”.

[image reference removed]

Meta Ball in Edit Mode.

In Edit Mode (Fig. [Meta Ball in Edit Mode.](#fig-meta-ball-example)), a meta is displayed as a mesh
(either shaded or as black wireframe, but without any vertex of course),
with two colored circles: a red one for selection (pink when selected),
and a green one for a direct control of the meta’s stiffness (light green when active).
Note that except for the [scale transformation](../../scene_layout/object/editing/transform/scale.xhtml#bpy-ops-transform-resize),
having the green circle highlighted is equivalent to having the red one.
user: Show practical ways to work with CompositorNodeBrightContrast(CompositorNode) in a Blender add-on or script – include code.

assistant: # CompositorNodeBrightContrast(CompositorNode)

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

*class* bpy.types.CompositorNodeBrightContrast(*CompositorNode*)
:   Adjust brightness and contrast

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

    update()

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain GeometryNodeListGetItem(GeometryNode) in complete detail according to the official Blender documentation.

assistant: # GeometryNodeListGetItem(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.GeometryNodeListGetItem(*GeometryNode*)
:   Retrieve a value from a list

    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 `'GEOMETRY'`

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # Interpolate Hair Curves

The *Interpolate Hair Curves* node generates new hair curves by interpolating existing *guide* curves
on a surface mesh.
It allows for efficient grooming workflows where a small number of guide curves define the overall
shape, and the node fills in additional interpolated curves to create a dense, detailed hair system.

For simpler duplication-based setups, the
[Duplicate Hair Curves](duplicate_hair_curves.xhtml)
node provides a lighter-weight alternative that may perform faster.
user: Give a detailed overview of Bake Node: syntax, arguments, return values, common patterns.

assistant: # Bake Node

[image reference removed]

The *Bake* node allows saving and loading intermediate geometries.
This node bakes parts of the node tree for better performance.

The data format used to store geometry data is not considered to be an import/export format.
Volume objects, however, are saved using the OpenVDB file format which can be used interoperably.
user: Show practical ways to work with Usage in a Blender add-on or script – include code.

assistant: The *Convolve* node can be used for a variety of image processing effects:

- **Blurring** – Use a kernel with evenly weighted positive values.
- **Sharpening** – Use a kernel with a high central value and negative surrounding values.
- **Edge Detection** – Use kernels such as Sobel or Laplacian to enhance image edges.
user: Provide the full official documentation entry for Main View, preserving all code examples.

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: Explain MeshLoopColorLayer(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # MeshLoopColorLayer(bpy_struct)

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

*class* bpy.types.MeshLoopColorLayer(*bpy_struct*)
:   Layer of vertex colors in a Mesh data-block

    active
    :   Sets the layer as active for display and editing

        Type:
        :   boolean, default False

    active_render
    :   Sets the layer as active for rendering

        Type:
        :   boolean, default False

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

    name
    :   Name of Vertex color layer

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Object
:   Object to get the properties from.

As Instance
:   Output the entire object as single instance instead of realized geometry.
    This allows instancing non-geometry object types, because the output will contain an instance of the object.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Curve
:   Standard geometry input with a curve component.

Selection
:   A boolean field input for each curve indicating whether it is trimmed or not.

Start
:   The factor or length used to determine where to start each output spline.

End
:   The factor or length used to determine where to end each output spline.
user: Describe Separate Cylindrical Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Separate Cylindrical Node

[image reference removed]

The *Separate Cylindrical* node converts a vector from Cartesian coordinates (X, Y, Z)
into cylindrical coordinates (R, Φ, Z) and outputs each component separately. It is the inverse of the
[Combine Cylindrical](../../../../modeling/geometry_nodes/utilities/vector/combine_cylindrical.html) node.

This node is useful for analyzing geometry or generating procedural effects that depend on
radial distance, angular position, or height – for example, creating spiral deformations,
cylindrical gradients, or radial masks.
user: Give a detailed overview of Fill: syntax, arguments, return values, common patterns.

assistant: # Fill

The *Fill* option will create *triangular* faces from any group of selected edges
or vertices, as long as they form one or more complete perimeters.

Beauty
:   Arrange the new triangles nicely.

[image reference removed]

Filled using fill.

Note, unlike creating n-gons, *Fill* supports holes.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_face_fill_holes.png   A closed perimeter of edges with holes. | ../../../../_images/modeling_meshes_editing_face_fill_holes-filled.png   Filled using fill. |
user: What is Install from a Package Manager and how is it used in Blender Python scripting?

assistant: Some Linux distributions may have a specific package for Blender in their repositories.

Installing Blender via the distribution’s native mechanisms ensures consistency with other packages on the system and
may provide other features (given by the package manager), such as listing of packages, update notifications and
automatic menu configuration. Be aware, though, that the package may be outdated compared to the latest official
release, or not include some features of Blender. For example, some distributions do not build Blender with Cycles GPU
rendering support, for licensing or other reasons.

If there is a specific package for your distribution, you may choose what is preferable and most convenient.
Otherwise, the official binary is available on [blender.org](https://www.blender.org/download/).
user: What is FCurveModifiers(bpy_struct) and how is it used in Blender Python scripting?

assistant: # FCurveModifiers(bpy_struct)

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

*class* bpy.types.FCurveModifiers(*bpy_struct*)
:   Collection of F-Curve Modifiers

    active
    :   Active F-Curve Modifier

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

    new(*type*)
    :   Add a constraint to this object

        Parameters:
        :   **type** (enum in [Fmodifier Type Items](bpy_types_enum_items/fmodifier_type_items.html#rna-enum-fmodifier-type-items)) – Constraint type to add

        Returns:
        :   New fmodifier

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

    remove(*modifier*)
    :   Remove a modifier from this F-Curve

        Parameters:
        :   **modifier** ([`FModifier`](bpy.types.FModifier.html#bpy.types.FModifier "bpy.types.FModifier"), (never None)) – Removed modifier

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # SEQUENCER_FH_sound_strip(FileHandler)

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

*class* bpy.types.SEQUENCER_FH_sound_strip(*FileHandler*)
:   *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 Tool Settings in complete detail according to the official Blender documentation.

assistant: Depth
:   The initial depth (from the screen into the scene) used when placing the object.

    Surface:
    :   Start placing on the surface under the mouse cursor. If there is no surface, this does the
        same as *Cursor Plane*.

    Cursor Plane:
    :   Start placing on a plane that goes through the [3D Cursor](../3d_cursor.xhtml)
        and is aligned according to the *Orientation* and *Plane Axis*.

    Cursor View:
    :   Start placing on a plane that goes through the 3D Cursor and is aligned to the view.

Orientation
:   The new object’s orientation – a set of three axes, out of which *Plane Axis* chooses one.

    Surface:
    :   The object uses the normal orientation of the surface under the mouse cursor.
        If there is no surface, this does the same as *Default*.

    Default:
    :   The object uses the default [Transform Orientation](../controls/orientation.xhtml).

Snap To
:   The target to use while [Snapping](../controls/snapping.xhtml).

    Geometry:
    :   Snap to all types of geometry (vertices, edges, and faces).

    Default:
    :   Snap to the target defined in the global snapping options.

Plane Axis
:   Which of the three *Orientation* axes (X, Y or Z) is “up” for the object.
    The object’s base will be perpendicular to this axis.

Auto Axis
:   Rather than using the *Orientation* axis indicated by *Plane Axis*,
    use the one that’s closest to the viewport’s viewing direction
    (when not hovering over a surface).

Base

Origin
:   How the base is defined.

    Edge:
    :   The base is defined from one corner to the opposing corner.

    Center:
    :   The base is defined from the centerpoint to a corner.

Aspect
:   Whether the base has a free or fixed aspect ratio.

    Free:
    :   The width and depth of the base can be chosen independently.

    Fixed:
    :   The width and depth of the base are forced to be equal.

Height

Origin
:   How the height is defined.

    Edge:
    :   The base becomes the bottom, after which you define the top.

    Center:
    :   The base becomes the center, after which you define the top.

Aspect
:   Whether the side of the bounding box has a free or fixed aspect ratio.

    Free:
    :   The height can be chosen independently of the base.

    Fixed:
    :   The height is forced to be equal to the largest side of the base.

Segments
:   Number of vertical segments. Like the Earth’s meridians, going pole to pole.

Rings
:   Number of horizontal segments. These are like the Earth’s parallels.
user: How do I use Bpy.Types.Greasepenciltexturemodifier in Blender? Include parameters, examples, warnings and best practices.

assistant:  GreasePencilTextureModifier.open_influence_panel GreasePencilTextureModifier.tree_node_filter GreasePencilTextureModifier.use_layer_group_filter GreasePencilTextureModifier.use_layer_pass_filter GreasePencilTextureModifier.use_material_pass_filter GreasePencilTextureModifier.uv_offset GreasePencilTextureModifier.uv_scale GreasePencilTextureModifier.bl_rna_get_subclass() GreasePencilTextureModifier.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: Show practical ways to work with Introduction in a Blender add-on or script – include code.

assistant: # Introduction

*Sculpt Mode* is similar to *Edit Mode* in that it is used to alter the shape of a drawing,
but Sculpt Mode uses a very different workflow:
Instead of dealing with individual elements (points and edit lines),
an area of the model is altered using a brush.
In other words, instead of selecting a group of points,
Sculpt Mode manipulates the drawing in the brush region of influence.
user: Provide the full official documentation entry for Image Node, preserving all code examples.

assistant: # Image Node

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

Image node.

The *Image* node provides access to a image file which allows you to
conveniently enter and switch images for multiple nodes in the tree.
user: What is Smooth and how is it used in Blender Python scripting?

assistant: Softens strokes by reducing the differences in the locations of the points along the line,
while trying to maintain similar values that make the line fluid and smoother.

Iterations
:   The number of times to repeat the procedure.

Factor
:   The amount of the smoothness to apply.

Smooth Endpoints
:   Smooths the stroke’s endpoints.

Keep Shape
:   Preserves the strokes shape.

Position
:   When enabled, the operator affect the points location.

Radius
:   When enabled, the operator affect the points thickness.

Opacity
:   When enabled, the operator affect the points strength (alpha).
user: Describe BioVision Motion Capture (BVH) from the Blender manual or Python API, including usage steps and snippets.

assistant: # BioVision Motion Capture (BVH)

Imports or exports bvh-files or files with BioVision Hierarchical data
or data of a skeleton (rig) including its animation.
Useful for importing data from motion capture devices.
user: Provide the full official documentation entry for Behavior, preserving all code examples.

assistant: When executed, this node evaluates the connected closure’s internal node graph.
All input values are passed into the closure by name, and all resulting values are returned through the corresponding
outputs.

If no closure is connected, or if the node is muted, *Evaluate Closure* automatically passes through any matching
inputs and outputs by name. This *pass-through mode* makes closures optional and allows node groups to function even
without one.

Evaluation occurs in the local context of the node tree where *Evaluate Closure* resides, inheriting relevant fields,
attributes, and geometry data.
user: Explain Select Linked in complete detail according to the official Blender documentation.

assistant: Press `Ctrl`-`L` to select all control points that are “linked to” (belong to the same
surface as) a control point that’s already selected.

Alternatively, press `L` to select the control point under the mouse cursor and all
control points that are linked to it.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Points
:   The Point Cloud geometry component.

Curve Group ID
:   All points with the same Group ID value will be joined in the same curve.
    The value of Group ID can be any value (negative, zero, or infinity, etc.).
    All created curves must have at least a single point.
    The order of curves depends both on Group ID value and on the order of Group ID values in the Point Cloud.

Weight
:   If the curve contains more than one Point, the Weight of each Point is used to define the
    order of all points in curve via sorting. The goal of sorting is to have points with the minimal
    Weight value at the start of curve and the maximum Weight at the end of curve.
user: How do I use AreaSpaces(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # AreaSpaces(bpy_struct)

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

*class* bpy.types.AreaSpaces(*bpy_struct*)
:   Collection of spaces

    active
    :   Space currently being displayed in this area

        Type:
        :   [`Space`](bpy.types.Space.html#bpy.types.Space "bpy.types.Space"), (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: Give a detailed overview of Grid Curl Node: syntax, arguments, return values, common patterns.

assistant: # Grid Curl Node

[image reference removed]

The *Grid Curl* node computes the curl of a vector field stored in a voxel grid.
Curl represents the local amount of rotational motion or circulation within
a vector field—essentially, how much and in what direction the field “spins”
around each point.

In mathematical terms, the curl of a 3D vector field \(F = (Fx, Fy, Fz)\) is a
vector that describes the infinitesimal rotation of the field, defined as:

\[\nabla \times \mathbf{F} =
\left(
\frac{\partial F_z}{\partial y} - \frac{\partial F_y}{\partial z}
\right) \mathbf{\hat{i}}
+
\left(
\frac{\partial F_x}{\partial z} - \frac{\partial F_z}{\partial x}
\right) \mathbf{\hat{j}}
+
\left(
\frac{\partial F_y}{\partial x} - \frac{\partial F_x}{\partial y}
\right) \mathbf{\hat{k}}\]

The resulting vector points along the axis of rotation, and its magnitude
indicates the strength of that rotation.

This operation is useful for generating turbulence or analyzing the rotational
behavior of flow fields in simulations and procedural effects.
user: How do I use Adjustments in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Layers adjustment panel.

Tint Color
:   Color that tint any material colors used in the layer.

Factor
:   Controls the amount of tint color to apply.

Stroke Thickness
:   Thickness value that override the strokes thickness in the layer.
user: Give a detailed overview of Modifier Shrinkwrap Mode Items: syntax, arguments, return values, common patterns.

assistant: # Modifier Shrinkwrap Mode Items

ON_SURFACE:
:   On Surface.

    The point is constrained to the surface of the target object, with distance offset towards the original point location.

INSIDE:
:   Inside.

    The point is constrained to be inside the target object.

OUTSIDE:
:   Outside.

    The point is constrained to be outside the target object.

OUTSIDE_SURFACE:
:   Outside Surface.

    The point is constrained to the surface of the target object, with distance offset always to the outside, towards or away from the original location.

ABOVE_SURFACE:
:   Above Surface.

    The point is constrained to the surface of the target object, with distance offset applied exactly along the target normal.
user: What is NodeTreeInterfaceSocketVectorEuler(NodeTreeInterfaceSocket) and how is it used in Blender Python scripting?

assistant: # NodeTreeInterfaceSocketVectorEuler(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.NodeTreeInterfaceSocketVectorEuler(*NodeTreeInterfaceSocket*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

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

    dimensions
    :   Dimensions of the vector socket

        Type:
        :   int in [2, 4], default 0

    max_value
    :   Maximum value

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

    min_value
    :   Minimum value

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

    subtype
    :   Subtype of the default value

        Type:
        :   enum in [`'DEFAULT'`], default `'DEFAULT'`

    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: Give a detailed overview of Header: syntax, arguments, return values, common patterns.

assistant: See [Nodes](../../interface/controls/nodes/index.html) for the header items common to
all node editors.

Texture Type
:   World
    :   Deprecated – the scene’s [World Environment](../../render/lights/world.html) is now defined using
        a Material rather than a Texture.

    Brush
    :   Show brush Textures in the data-block menu. Because the other two types are deprecated,
        this effectively shows all Textures.

    Line Style
    :   Deprecated – [Line Styles](../../render/freestyle/view_layer/line_style/index.html)
        for the Freestyle renderer are now defined using Materials rather than Textures.
user: Explain ConsoleLine(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # ConsoleLine(bpy_struct)

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

*class* bpy.types.ConsoleLine(*bpy_struct*)
:   Input line for the interactive console

    body
    :   Text in the line

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

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

    type
    :   Console line type when used in scrollback

        Type:
        :   enum in [`'OUTPUT'`, `'INPUT'`, `'INFO'`, `'ERROR'`], default `'OUTPUT'`

    *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.ConsoleLine.type "bpy.types.ConsoleLine.type")