PGCRYPT/OpenBlender_Train huggingface dataset:
user: Provide the full official documentation entry for Dissolve, preserving all code examples.

assistant: Dissolve operations are also accessed from the delete menu.
Dissolve will remove the geometry and fill in the surrounding geometry.
Instead of removing the geometry, which may leave holes that you have to fill in again.

Removes selected geometry, but without creating holes, effectively turning the selection into a single n-gon.
Dissolve works slightly different based on if you have edges, faces or vertices selected.
You can add detail where you need it, or quickly remove it where you do not.

### Dissolve Vertices

Remove the vertex, merging all surrounding faces.
In the case of two edges, merging them into a single edge.

Face Split
:   When dissolving vertices into surrounding faces, you can often end up with very large, uneven n-gons.
    The face split option limits dissolve to only use the corners of the faces connected to the vertex.

Tear Boundaries
:   Split off face corners instead of merging faces.

#### Examples

[image reference removed]

1) Original mesh.
2) Face Split: Off, Tear Boundaries: Off.
3) Face Split: On, Tear Boundaries: Off.
4) Face Split: On/Off, Tear Boundaries: On.

### Dissolve Edges

Removes edges sharing two faces (joining those faces).

Face Split
:   When dissolving vertices into surrounding faces, you can often end up with very large, uneven n-gons.
    The face split option limits dissolve to only use the corners of the faces connected to the vertex.

Angle Threshold
:   Remaining vertices which separate edge pairs are preserved if their edge angle exceeds this threshold.

Tear Boundaries
:   Split off face corners instead of merging faces.

### Dissolve Faces

Merges regions of faces that share edges into a single face.

### Dissolve (Context-Sensitive)

This is a convenient shortcut that dissolves
based on the current selection mode (vertex, edge, face).
user: Describe Release Checklist from the Blender manual or Python API, including usage steps and snippets.

assistant: - Create a release branch (`blender-3.2-release/`)
- Update the splash image: `interface_splash_current.png` in the release branch.
- Increase the `conf.py: blender_version` variable in the trunk version.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Vector
:   Vector of the input system that is to be divided into radial segments.

Sides
:   Number of radial segments to divide the input coordinate system into.
    A non-integer value results in an irregular segment that is smaller than the regular segments.

    |  |  |  |  |
    | --- | --- | --- | --- |
    | ../../../../_images/render_shader-nodes_radial_tiling_segments-5_0.png   Sides: 5.0. | ../../../../_images/render_shader-nodes_radial_tiling_segments-5_25.png   Sides: 5.25. | ../../../../_images/render_shader-nodes_radial_tiling_segments-5_5.png   Sides: 5.5. | ../../../../_images/render_shader-nodes_radial_tiling_segments-6_0.png   Sides: 6.0. |

Roundness
:   Roundness of the segment coordinate systems.

    |  |  |  |  |
    | --- | --- | --- | --- |
    | ../../../../_images/render_shader-nodes_radial_tiling_roundness-0_0.png   Roundness: 0.0. | ../../../../_images/render_shader-nodes_radial_tiling_roundness-0_25.png   Roundness: 0.25. | ../../../../_images/render_shader-nodes_radial_tiling_roundness-0_5.png   Roundness: 0.5. | ../../../../_images/render_shader-nodes_radial_tiling_roundness-1_0.png   Roundness: 1.0. |
user: Give a detailed overview of Notes: syntax, arguments, return values, common patterns.

assistant: - Supports both unnamed (`{}`) and named (`{name}`) placeholders.
  However, all unnamed placeholders must appear before any named ones.
- Only float, integer, and string inputs are supported.
- Python-style conversions such as `!r` are not supported.
- Sub-attribute access (e.g. `{vector.x}`) is not supported.
- Percent-based formatting (e.g. `%d`, `%s`) is not supported.
- Alternate form specifiers using `#` (e.g. `{:#x}`) are not supported.
- Locale-based formatting using `L` (as in the fmt library) is not supported.
- Grouping options like thousands separators (e.g. `{:,}` or `{:_}`) are not supported.

### Input Naming Behavior

Each input must have a unique, valid identifier name used in placeholders (e.g. `{value}`).
This node uses special logic to automatically assign names to new inputs:

- If connected, the first character of the linked socket’s name is used.
- Otherwise, names default to letters `a` through `z`.
- If needed, the original socket name is converted to a valid identifier.
- If all else fails, a unique suffix is appended (e.g. `_001`, `_002`).
user: Describe VDM Displacement from the Blender manual or Python API, including usage steps and snippets.

assistant: *Vector Displacement Maps* are supported for the *Draw* brush to insert complex & overhanging shapes.
Unlike regular displacement, this uses all 3 color channels of the image
to displace geometry in three directions instead of just one.

[image reference removed]

An example of various VDM brushes used on a smooth head from the official demo file.

[Download the demo file](https://www.blender.org/download/demo-files/#sculpting)
for more information and to try the feature out.

To use this feature, enable [Vector Displacement](../../brush/texture.xhtml#bpy-types-brush-use-color-as-displacement) in the texture
panel. All [stroke methods](../../brush/stroke.xhtml#bpy-types-brush-stroke-method) are supported, but the recommended behavior is
*Anchored*.

Ideal images for vector displacement are open EXR files
with [color clamping](../../../render/materials/legacy_textures/colors.xhtml) disabled.
user: Give a detailed overview of Methods: syntax, arguments, return values, common patterns.

assistant: The following methods are used automatically depending on the context.

### Isolated Vertices

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_verts-simple-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_verts-simple-after.png   After. |

### Isolated Edges

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_edge-simple-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_edge-simple-after.png   After. |

### N-gon from Edges

When there are many edges Blender will make an n-gon.
Note that, this does not support holes,
to support holes you need to use the [Fill](../face/fill.xhtml#modeling-meshes-editing-fill) Faces tool.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_ngon-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_ngon-after.png   After. |

### Mixed Vertices/Edges

Existing edges are used to make the face as well as an extra vertex.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_mix-simple-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_mix-simple-after.png   After. |

### Edge-Net

Sometimes you may have many connected edges without interior faces.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_net-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_net-after.png   After. |

### Point Cloud

When there are many isolated vertices,
Blender will calculate the edges for an n-gon.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_cloud-before.png   Before. | ../../../../_images/modeling_meshes_editing_vertex_make-face-edge_cloud-after.png   After. |

### Single Vertex Selection

With a single vertex selected on a boundary,
the face will be created along the boundary,
this saves manually selecting the other two vertices.
Notice this tool can run multiple times to continue creating faces.

[image reference removed]

### Dissolve Existing Faces

When you have a region of existing faces, creating a face on this selection
will remove the shared vertices and edges, creating a single face.

This is simply a convenience for accessing [Dissolve Faces](../mesh/delete.xhtml#bpy-ops-mesh-dissolve-faces).
user: Provide the full official documentation entry for BrushCapabilitiesImagePaint(bpy_struct), preserving all code examples.

assistant: # BrushCapabilitiesImagePaint(bpy_struct)

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

*class* bpy.types.BrushCapabilitiesImagePaint(*bpy_struct*)
:   Read-only indications of supported operations

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

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

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

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Explain Distorted Noise in complete detail according to the official Blender documentation.

assistant: # Distorted Noise

*Distortion Noise* takes the option that you pick from *Noise Basis* and filters it, to create hybrid pattern.
It is often used for grunge but is also very complex and versatile.

[image reference removed]

Distorted Noise Texture panels.
user: Explain Editing Tools in complete detail according to the official Blender documentation.

assistant: # Editing Tools

[image reference removed]

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

    [Select Box](../../../../interface/selecting.xhtml#tool-select-box)
    :   Select geometry by dragging a box.

    [Select Circle](../../../../interface/selecting.xhtml#tool-select-circle)
    :   Select geometry by painting on it.

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

Cursor
:   Change the location of the 3D Cursor.

Move
:   Translation tool.

Rotate
:   Rotation tool.

Scale
:   Scale tool.

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

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

[Pen](pen.xhtml#tool-grease-pencil-edit-pen)
:   Tool for creating and modifying [Bézier](../../../../modeling/curves/structure.xhtml#curve-spline-types) strokes.

Radius `Alt`-`S`
:   Expand or contract the thickness radius of the selected points.

Bend `Shift`-`W`
:   Bend selected points between the 3D cursor and the pointer.

Shear `Shift`-`Ctrl`-`Alt`-`S`
:   Shear selected points along the horizontal or vertical screen axis.

    To Sphere `Shift`-`Alt`-`S`
    :   Move selected points outward in a spherical shape around the selected strokes’ center.

[Interpolate](../../draw/tools/interpolate.xhtml#tool-grease-pencil-draw-interpolate) `Ctrl`-`E`
:   Automatically create a breakdown keyframe between two normal keyframes.

Gradient
:   Draw a line to set the fill material gradient for the selected strokes.

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

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

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

    [Annotate Eraser](../../../../interface/annotate_tool.xhtml#tool-annotate-eraser)
    :   Erase previous drawn annotations.
user: How do I use Glass and Transparent Shadows in Blender? Include parameters, examples, warnings and best practices.

assistant: With caustics disabled, glass shadows may appear too dark,
and with filter glossy the caustics might be too soft.
We can make a glass shader that will use a Glass BSDF when viewed *directly*,
and a Transparent BSDF when viewed *indirectly*. The Transparent BSDF can be used for
transparent shadows to find light sources straight through surfaces,
and will give properly-colored shadows, but without the caustics.
The Light Path node is used to determine when to use which of the two shaders.

[image reference removed]

Optimized glass shader.

Above we can see the node setup used for the glass transparency trick;
on the left the render has dark shadows due to missing caustics,
and on the right the render with the trick.

|  |  |
| --- | --- |
| ../../../_images/render_cycles_optimizations_reducing-noise_glass-too-much-shadow.jpg   Default Glass BSDF. | ../../../_images/render_cycles_optimizations_reducing-noise_glass-trick.jpg   Optimized Glass Shader. |
user: Describe References from the Blender manual or Python API, including usage steps and snippets.

assistant: |  |  |
| --- | --- |
| - [`GeometryNodeCaptureAttribute.capture_items`](bpy.types.GeometryNodeCaptureAttribute.html#bpy.types.GeometryNodeCaptureAttribute.capture_items "bpy.types.GeometryNodeCaptureAttribute.capture_items") - [`NodeGeometryCaptureAttributeItems.new`](bpy.types.NodeGeometryCaptureAttributeItems.html#bpy.types.NodeGeometryCaptureAttributeItems.new "bpy.types.NodeGeometryCaptureAttributeItems.new") | - [`NodeGeometryCaptureAttributeItems.remove`](bpy.types.NodeGeometryCaptureAttributeItems.html#bpy.types.NodeGeometryCaptureAttributeItems.remove "bpy.types.NodeGeometryCaptureAttributeItems.remove") |
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: The inputs of the node are dynamic. In particular, the *Location* input is only available in
the *Texture* and *Point* vector types.

Vector
:   The vector to be transformed.

Location
:   The amount of translation along each axis.

Rotation
:   The amount of rotation along each axis. XYZ order.

Scale
:   The amount of scaling along each axis.
user: Explain CastModifier(Modifier) in complete detail according to the official Blender documentation.

assistant: # CastModifier(Modifier)

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

*class* bpy.types.CastModifier(*Modifier*)
:   Modifier to cast to other shapes

    cast_type
    :   Target object shape

        Type:
        :   enum in [`'SPHERE'`, `'CYLINDER'`, `'CUBOID'`], default `'SPHERE'`

    factor
    :   Type:
        :   float in [-inf, inf], default 0.5

    invert_vertex_group
    :   Invert vertex group influence

        Type:
        :   boolean, default False

    object
    :   Control object: if available, its location determines the center of the effect

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

    radius
    :   Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)

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

    size
    :   Size of projection shape (leave as 0 for auto)

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

    use_radius_as_size
    :   Use radius as size of projection shape (0 = auto)

        Type:
        :   boolean, default True

    use_transform
    :   Use object transform to control projection shape

        Type:
        :   boolean, default False

    use_x
    :   Type:
        :   boolean, default True

    use_y
    :   Type:
        :   boolean, default True

    use_z
    :   Type:
        :   boolean, default True

    vertex_group
    :   Vertex group name

        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: Explain Make Segment in complete detail according to the official Blender documentation.

assistant: While this operator sounds like it creates a single segment (grid line) between two control points,
it’s really more similar to [Bridge Edge Loops](../../meshes/editing/edge/bridge_edge_loops.xhtml#bpy-ops-mesh-bridge-edge-loops) for meshes: it bridges the gap
between two disjoint surfaces by creating as many new segments as necessary. Simply select a border
row (or column) in each surface, then press `F` to connect those borders.

Note that the two surfaces need to be part of the same Surface object. If you have two separate
objects, these first need to be combined into one using [Join](../../../scene_layout/object/editing/join.xhtml).
Also, the borders to connect must have the same number of control points.

### Example

The images below show bridging of two “surfaces” consisting of just a curve, but it’s also possible to
connect sheets.

|  |  |
| --- | --- |
| ../../../_images/modeling_surfaces_editing_control-points_joining-ready.png   Before bridging. | ../../../_images/modeling_surfaces_editing_control-points_joining-complete.png   After bridging. |
user: Show practical ways to work with Add-on Settings in a Blender add-on or script – include code.

assistant: Refresh Local
:   Scan extension & legacy add-ons for changes to modules & meta-data (similar to restarting).
    Any issues are reported as warnings.

Install from Disk
:   Install an extension from a `.zip` package.
    This is installed to a Local Repository and no updates will be available.

    This can also be used to install legacy Add-ons, for more information see:
    [Installing Legacy Add-ons](#prefs-extensions-install-legacy-addon).
user: Provide the full official documentation entry for API Overview, preserving all code examples.

assistant: # API Overview

The purpose of this document is to explain how Python and Blender fit together,
covering some of the functionality that may not be obvious from reading the API references
and example scripts.
user: Explain Dope Sheet Modes in complete detail according to the official Blender documentation.

assistant: The editor has several different modes that can be selected from a dropdown in the header.
The default *Dope Sheet* mode gives an overview of most types of animatable data.
For others, such as masks, you need to switch to a more specific mode.

[image reference removed]

Dope Sheet modes.

The modes are as follows:

- Dope Sheet
- [Action Editor](modes/action.xhtml)
- [Shape Key Editor](modes/shape_key.xhtml)
- [Grease Pencil](modes/grease_pencil.xhtml)
- [Mask](modes/mask.xhtml)
- Cache File: originally meant to show the baked animation data in [Alembic](../../files/import_export/alembic.xhtml)
  files, but never implemented.
user: How do I use RenderSettings(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant:  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 Outputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Points
:   Generated points. Named attributes are copied to the result mesh, along with the data in the other
    attribute field outputs.

Normal
:   The [Normal](../../../glossary/index.xhtml#term-Normal) of the triangle on which each point is scattered.

Rotation
:   An XYZ [Euler](../../../glossary/index.xhtml#term-Euler) rotation built from the normal attribute for convenience. Such a value can also be
    built from the normal with the [Euler to Rotation Node](../utilities/rotation/euler_to_rotation.xhtml).
    Keep in mind that the Z axis of the result rotation will be arbitrary, since the mesh normal used
    to create the rotation does not have enough information to set all three rotation axes.
user: Give a detailed overview of Properties: syntax, arguments, return values, common patterns.

assistant: Tone Compositor Only
:   Standard:
    :   The Combined curve is applied to each channel individually, which may result in a change of hue.

    Filmlike:
    :   Keeps the hue constant.

Channel
:   The curve to show.

    C:
    :   Combined

    R:
    :   Red

    G:
    :   Green

    B:
    :   Blue

Curve
:   A Bézier curve that maps each input level (X axis) to an output level (Y axis).
    For the curve controls, see [Curve widget](../../../interface/controls/templates/curve.xhtml#ui-curve-widget).
user: Explain Animated Transform to Deltas in complete detail according to the official Blender documentation.

assistant: Converts existing animation keyframes from the object’s primary transforms
(*Location*, *Rotation*, *Scale*) into [Delta Transforms](../properties/transforms.xhtml#bpy-types-object-delta).

This means that the animation data is moved from the main transform channels
to the corresponding delta channels, leaving the main transforms unchanged at their current values.
user: What is Compositor and how is it used in Blender Python scripting?

assistant: Device
:   The device used for compositing.

    CPU:
    :   Use the CPU for compositing.

    GPU:
    :   Use the GPU for compositing.

Precision GPU
:   The precision of compositor intermediate result.

    Auto:
    :   Use full precision for final renders, half precision otherwise.

    Full:
    :   Use full precision for final renders and viewport.

### Denoise Nodes

Denoising Device
:   The device to use to process [Denoise nodes](../../../compositing/types/filter/denoise.xhtml) in the compositor.

    Auto:
    :   Use the same device used by the compositor to process the denoise node.

    CPU:
    :   Use the CPU to process the denoise node.

    GPU:
    :   Use the GPU to process the denoise node if available, otherwise fallback to CPU.

Preview Quality
:   The quality used by [Denoise nodes](../../../compositing/types/filter/denoise.xhtml) during viewport
    and interactive compositing of a render if their quality is set to *Follow Scene*.

    High:
    :   Produces the highest quality output at the cost of long processing times.

    Balanced:
    :   Balanced between performance and quality, typically processing in half the time as *High*,
        while retaining most of the quality.

    Fast:
    :   Produces an output quickly at a noticeable cost of quality.

Final Quality
:   The quality used by [Denoise nodes](../../../compositing/types/filter/denoise.xhtml) during the final
    render if their quality is set to *Follow Scene*.

    High:
    :   Produces the highest quality output at the cost of long processing times.

    Balanced:
    :   Balanced between performance and quality, typically processing in half the time as *High*,
        while retaining most of the quality.

    Fast:
    :   Produces an output quickly at a noticeable cost of quality.
user: Provide the full official documentation entry for Control Point Grid, preserving all code examples.

assistant: While a Surface can be compared to a mesh with a
[Subdivision Surface Modifier](../modifiers/generate/subdivision_surface.html),
it’s more restrictive because the control points must be strictly arranged in a grid:
each “row” indicated by a yellow line must have the same number of
control points, and so does each “column” indicated by a pink line.
The only way to extend the surface is by
[extruding](editing/control_points.html) a complete row or column.

The [Active Spline](properties/active_spline.html) panel controls whether
the surface is cyclic (closed) in each direction of the grid, and whether Bézier
or NURBS should be used.
user: Describe Conclusions from the Blender manual or Python API, including usage steps and snippets.

assistant: Add-ons can encapsulate certain functionality neatly for writing tools
to improve your workflow or for writing utilities for others to use.

While there are limits to what Python can do within Blender,
there is certainly a lot that can be achieved without having to dive into Blender’s C/C++ code.

The example given in the tutorial is limited, but shows the Blender API used
for common tasks that you can expand on to write your own tools.

### Further Reading

Blender comes with commented templates which are accessible from the Text editor’s header.
If you have specific areas you want to see example code for, this is a good place to start.

Here are some sites you might like to check on after completing this tutorial.

- [Blender/Python API Overview](https://docs.blender.org/api/current/info_overview.html) –
  For more background details on Blender/Python integration.
- [How to Think Like a Computer Scientist](https://runestone.academy/ns/books/published/thinkcspy/index.html) –
  Great info for those who are still learning Python.
- [Blender Development](https://developer.blender.org/) –
  Blender Development, general information and helpful links.
- [Blender Developer Forum](https://devtalk.blender.org/tag/python) –
  Forum where people ask Python development questions.
user: Show practical ways to work with Primary Goals in a Blender add-on or script – include code.

assistant: The main goals for this manual are as follows:

User Focused
:   The manual is written for people educated in computer graphics, who understand the basics of 3D and/or know other
    3D software. While some areas of computer graphics are highly technical, this manual shall be kept understandable
    by non-technical users.

Complete
:   The manual provides detailed functional description of all features, tools and options in Blender. While there is a
    canonical source of truth for each of Blender’s key areas, this does not mean we have to document every small
    detail. The manual should provide information on what a feature is, how to use it, and its purpose. More background
    information should be provided when necessary to give deeper understanding of a 3D pipeline.

Concise
:   Computer graphics is an incredibly interesting field. There are many rules, exceptions to those rules, and
    interesting details. However, expanding into details can add unnecessary content; therefore, keep the text concise
    and relevant to the end user.

Maintainable
:   Keep in mind that Blender has frequent releases, so try to write content that will not have to be redone the moment
    some small change is made. This also helps a small documentation community maintain the manual.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: [image reference removed]

Two different caches stored simultaneously.

Caches List
:   Blender allows for storing and managing multiple caches at once for the same physics object.
    You can manage the caches with this [list view](../interface/controls/templates/list_view.xhtml#ui-list-view).
    Double-click the cache entry to give it a name.

    Each cache can have a name. Double-click the cache entry to give it a name.
    If this name is given, any disk cache will be stored in files starting with that name.
    For example, a cache named `MyCache` will be stored in `MyCache_xxxxxx_yy.bphys`.

    If the cache does not have a name (which is the default),
    the filename of the cache will depend on the object it is attached to,
    although this is not immediately obvious. For example, a cache on
    an object `Cube` will be stored in `43756265_xxxxxx_yy.bphys`,
    where `43756265` is determined by the object name.

External
:   Allows you to read the cache from a drive using a user-specified file path.

    Index
    :   The index number of cache files. (The last two digits of the files name.)

    Path
    :   Select the directory path to the cache files.

Disk Cache
:   The cache of a baked simulation will be stored inside the blend-file when you save it.
    When *Disk Cache* is checked, Blender will save the cache separately to
    the drive in a folder named `blendcache_[filename]` alongside the blend-file.
    (The blend-file must be saved first.)

Use Library Path
:   Share the disk cache when the physics object is
    [linked](../files/linked_libraries/index.xhtml) into another blend-file.
    When this option is enabled, linked versions of the object will reference the same disk cache.
    Otherwise linked versions of the object will use independent caches.

Start
:   Frame on which to start the simulation.

End
:   Frame on which to stop the simulation.

Cache Step
:   Interval for storing simulation data.
user: Explain Brush Settings in complete detail according to the official Blender documentation.

assistant: ### General

Pinch
:   Adds a consistent pinching effect to your stroke.
    If set to 0 it the brush will behave like the
    [Draw](draw.html) brush.
    If set to 1 and the brush strength set to 0, the brush
    will behave like a [Pinch](pinch.html) brush.
user: Give a detailed overview of ShaderNodeClamp(ShaderNode): syntax, arguments, return values, common patterns.

assistant: # ShaderNodeClamp(ShaderNode)

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"), [`ShaderNode`](bpy.types.ShaderNode.html#bpy.types.ShaderNode "bpy.types.ShaderNode")

*class* bpy.types.ShaderNodeClamp(*ShaderNode*)
:   Clamp a value between a minimum and a maximum

    clamp_type
    :   Type:
        :   enum in [Node Clamp Items](bpy_types_enum_items/node_clamp_items.html#rna-enum-node-clamp-items), default `'MINMAX'`

    *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: Show practical ways to work with Delete Keyframes in a Blender add-on or script – include code.

assistant: There are several methods of removing keyframes:

- In the 3D Viewport or Video Sequencer Preview press `Alt`-`I` to remove keys from selected objects, bones or strips
  on the current frame.
- When the mouse is over a value, press `Alt`-`I`.
- `RMB` a value and choose *Delete Keyframe* from the menu.
user: Provide the full official documentation entry for Example, preserving all code examples.

assistant: Here is an example of various effects achieved using *Vertex Weight Edit* modifier
(together with the [Vertex Weight Proximity](weight_proximity.html) modifier)
to generate weights used by the [Displace](../deform/displace.html) modifier.

*Curve Map* variations.

|  |
| --- |
| <../../../_images/modeling_modifiers_modify_weight-edit_mapping-concave.jpg>   Concave-type mapping curve. |
| <../../../_images/modeling_modifiers_modify_weight-edit_distance-edge.jpg>   No mapping curve (linear). |
| <../../../_images/modeling_modifiers_modify_weight-edit_mapping-convex.jpg>   Convex-type mapping curve. |

[[image reference removed]](../../../_images/modeling_modifiers_modify_weight-edit_exrem-vertices.jpg)

Vertices with a computed weight below 0.1 removed from the vertex group.

[The blend-file](https://archive.blender.org/wiki/2015/index.php/File:ManModifiersWeightVGroupEx.blend),
TEST_2 scene.
user: Give a detailed overview of Transparent: syntax, arguments, return values, common patterns.

assistant: Render the background transparent, for compositing the image over another background after rendering.

Transparent Glass
:   Render transmissive surfaces as transparent, for compositing glass over another background.

Roughness Threshold
:   For transparent glass, keep surfaces with roughness above the threshold opaque.
user: Provide the full official documentation entry for ThemeBoneColorSet(bpy_struct), preserving all code examples.

assistant: # ThemeBoneColorSet(bpy_struct)

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

*class* bpy.types.ThemeBoneColorSet(*bpy_struct*)
:   Theme settings for bone color sets

    active
    :   Color used for active bones

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    normal
    :   Color used for the surface of bones

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    select
    :   Color used for selected bones

        Type:
        :   [`mathutils.Color`](mathutils.html#mathutils.Color "mathutils.Color") of 3 items in [0, 1], default (0.0, 0.0, 0.0)

    show_colored_constraints
    :   Allow the use of colors indicating constraints/keyed status

        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 Instances to Points Node, preserving all code examples.

assistant: # Instances to Points Node

[image reference removed]

The *Instances to Points* node generates points at the origins of top-level instances.
Attributes on the [instance domain](../attributes_reference.xhtml#attribute-domains) are moved to the point cloud points.
user: Explain Properties in complete detail according to the official Blender documentation.

assistant: Target
:   Render engine the input shaders are used for.
    By default, shaders are shared between Cycles and EEVEE –
    with multiple output nodes, a specialized shader setup can be created for each.
user: Explain Remesh in complete detail according to the official Blender documentation.

assistant: Mesh objects, in particular meshes that have been modeled to represent organic objects,
often have geometry that is not particularly uniform.
This can cause problems if the object needs to be [rigged](../../../animation/introduction.xhtml#animation-rigging)
or just needs simpler geometry for workflows such as 3D printing.
Remeshing is a technique that rebuilds the geometry with a more uniform topology.
Remeshing can either add or remove the amount of topology depending on the defined resolution.
Remeshing is especially useful for [sculpting](../../../sculpt_paint/sculpting/index.xhtml),
to generate better topology after blocking out the initial shape.

See [Remeshing](../retopology.xhtml) for more information.
user: Show practical ways to work with Guiding Lines in a Blender add-on or script – include code.

assistant: # Guiding Lines

The *Guiding Lines* modifier replaces a stroke by a straight line connecting both of its ends.

Offset
:   Offset the start and end points along the original stroke, before generating the new straight one.

This modifier will produce reasonable results when strokes are short enough,
because shorter strokes are more likely to be well approximated by straight lines.
Therefore, it is recommended to use this modifier together with one of the splitting options
(by 2D angle or by 2D length) from the *Strokes* panel.

[image reference removed]

Guiding Lines modifier Demo by T.K.
([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Toycar_Guiding_Line.zip)).
user: Provide the full official documentation entry for References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`CollisionModifier.settings`](bpy.types.CollisionModifier.html#bpy.types.CollisionModifier.settings "bpy.types.CollisionModifier.settings") | - [`Object.collision`](bpy.types.Object.html#bpy.types.Object.collision "bpy.types.Object.collision") |
user: How do I use Tips in Blender? Include parameters, examples, warnings and best practices.

assistant: # Tips

As with all physics-enabled objects, pay close attention to the *Animated* checkbox
in the *Rigid Body* panel of the *Physics* tab in the Properties.
A common mistake is to use keyframe animation on a *Passive* physics
object without checking the *Animated* box. The object will move,
but the physics engine will behave as if the *Passive* is still in its starting place, leading to disappointment.
user: Show practical ways to work with Properties in a Blender add-on or script – include code.

assistant: Mode
:   How to find endpoint positions for the trimmed spline.

    Factor:
    :   Find the endpoint positions using a factor of each spline’s length.
        The input values should be between 0 or 1.

    Length:
    :   Find the endpoint positions using a length from the start of each spline.
        The input values should be between 0 and the length of the splines.
user: Give a detailed overview of Bounding Box Center: syntax, arguments, return values, common patterns.

assistant: # Bounding Box Center

In this mode, the pivot point lies at the center of the bounding box, which is a box that’s
wrapped as tightly as possible around the selection while still being aligned to the world axes.
user: Give a detailed overview of Introduction: syntax, arguments, return values, common patterns.

assistant: # Introduction

Blender lets you animate almost any property, going from the X coordinate of an object to the
transparency of a material. The evolution of a property’s value over time is described by
a *function curve*, or F-Curve for short.

An important aspect of F-Curves is that they can interpolate. This saves you the effort of
manually configuring a value on every single frame, which would be highly impractical.
Instead, you define just a few values on key frames, and let the curve calculate the
values on all the other frames.

[image reference removed]

Example of interpolation.

The example curve on the right has two such keyframes (indicated by black dots):
one on frame 0 with value 0, and another on frame 25 with value 10.
The curve automatically calculates the values for the other frames,
such as for frame 5 where the value is 2.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: The inputs are dynamic: they become available if needed depending on the node properties.

Vector
:   Texture coordinate to evaluate the noise at;
    defaults to *Generated* texture coordinates if the socket is left unconnected.

W
:   Texture coordinate to evaluate the noise at.

Scale
:   Scale of the base noise octave.

Detail
:   Number of noise octaves. This can have a fractional part, in which case a blend
    is performed (e.g. a Detail of 2.5 results in a 50% blend between 2 and 3 octaves).

Roughness
:   Blend between a smoother noise pattern, and rougher with sharper peaks.

Lacunarity
:   The difference between the scale of each two consecutive octaves.
    Larger values corresponds to larger scale for higher octaves.

Offset
:   An added offset to each octave, determines the level where the highest octave will appear.

Gain
:   An extra multiplier to tune the magnitude of octaves.

Distortion
:   Amount of distortion.
user: Give a detailed overview of Triangulate Modifier: syntax, arguments, return values, common patterns.

assistant: # Triangulate Modifier

The *Triangulate* modifier converts all faces in a mesh (quads and n-gons) to triangular faces.
It fulfills the exact same function as the [Triangulate](../../meshes/editing/face/triangulate_faces.html#bpy-ops-mesh-quads-convert-to-tris) tool in Edit Mode.

|  |  |
| --- | --- |
| <../../../_images/modeling_modifiers_generate_triangulate_before.png>   Mesh before Triangulate modifier. | <../../../_images/modeling_modifiers_generate_triangulate_after.png>   Mesh after Triangulate modifier. |
user: How do I use Set Curve Tilt Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Set Curve Tilt Node

[image reference removed]

The *Set Curve Tilt* controls the tilt angle at each curve control point.
That angle rotates normal vector which is generated at each point
when evaluating the curve. The normal then can be retrieved with
the [Normal Node](../../geometry/read/normal.html).

The rotation of the normal vector is an [Axis Angle](../../../../glossary/index.html#term-Axis-Angle) rotation.
It is the same as the [Vector Rotate Node](../../utilities/vector/vector_rotate.html) operation
with the tangent vector as the axis, the raw evaluated normal is used as
the original vector, and the tilt as the rotation angle.

The input node for this data is the [Curve Tilt Node](../read/curve_tilt.html).
user: How do I use Select Random in Blender? Include parameters, examples, warnings and best practices.

assistant: Adds random control points to the selection. The [Adjust Last Operation](../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last)
panel offers the following options:

Ratio
:   The ratio of control points that should end up selected, e.g. 0.5 to select half of all points
    (that are not [hidden](../../scene_layout/object/editing/show_hide.xhtml)).

    Note that the existing selection is ignored: if half of the control points are already selected,
    setting *Ratio* to 0.1 won’t deselect anything, nor will it select 10% of the unselected
    points. Instead, it always picks 10% of *all* visible points and adds them to the selection.

Random Seed
:   A number that influences which specific control points get picked.

Action
:   Select:
    :   Add random control points to the selection.

    Deselect:
    :   Remove random control points from the selection.
user: Explain Rotate Edge in complete detail according to the official Blender documentation.

assistant: # Rotate Edge

Rotating an edge clockwise (CW) or counterclockwise (CCW) spins an edge between two faces around their vertices.
This is very useful for restructuring a mesh’s topology.

The tool operates on selected edges or the shared edge between selected faces.

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_edge_rotate-edge_face-mode1.png   Two adjacent faces selected. | ../../../../_images/modeling_meshes_editing_edge_rotate-edge_face-mode2.png   Selected edge rotated. |

|  |  |
| --- | --- |
| ../../../../_images/modeling_meshes_editing_edge_rotate-edge_flip-before.png   Selected edge. | ../../../../_images/modeling_meshes_editing_edge_rotate-edge_flip-after.png   Edge, rotated CW. |
user: Provide the full official documentation entry for Texture Type Items, preserving all code examples.

assistant: # Texture Type Items

NONE:
:   None.

BLEND:
:   Blend.

    Procedural - create a ramp texture.

CLOUDS:
:   Clouds.

    Procedural - create a cloud-like fractal noise texture.

DISTORTED_NOISE:
:   Distorted Noise.

    Procedural - noise texture distorted by two noise algorithms.

IMAGE:
:   Image or Movie.

    Allow for images or movies to be used as textures.

MAGIC:
:   Magic.

    Procedural - color texture based on trigonometric functions.

MARBLE:
:   Marble.

    Procedural - marble-like noise texture with wave generated bands.

MUSGRAVE:
:   Musgrave.

    Procedural - highly flexible fractal noise texture.

NOISE:
:   Noise.

    Procedural - random noise, gives a different result every time, for every frame, for every pixel.

STUCCI:
:   Stucci.

    Procedural - create a fractal noise texture.

VORONOI:
:   Voronoi.

    Procedural - create cell-like patterns based on Worley noise.

WOOD:
:   Wood.

    Procedural - wave generated bands or rings, with optional noise.
user: How do I use Split Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Split Node

[image reference removed]

The *Split* node combines two input images into a single output image,
displaying them side by side or along a rotated split line.
This is useful for comparing two versions of an image, such as before and after
a color correction, compositing effect, or render adjustment.
user: What is Local Cache Directory and how is it used in Blender Python scripting?

assistant: The cache directory is used to store persistent caches locally. Currently it is only used for the indexing of
[Asset Libraries](../files/asset_libraries/introduction.html#what-is-asset-library). The operating system is not expected to clear this automatically.

The following path will be used:

- Linux:
  :   `$XDG_CACHE_HOME/blender/` if `$XDG_CACHE_HOME` is set, otherwise `$HOME/.cache/blender/`
- macOS:
  :   `/Library/Caches/Blender/`
- Windows:
  :   `%USERPROFILE%\AppData\Local\Blender Foundation\Blender\Cache\`
user: Show practical ways to work with Map UV Node in a Blender add-on or script – include code.

assistant: # Map UV Node

[image reference removed]

Map a texture using UV coordinates, to apply a texture to objects in compositing.

May be used in combination with the [Cryptomatte Node](../mask/cryptomatte.xhtml)
to only apply the texture to specific objects.
user: Explain Combine Cylindrical Node in complete detail according to the official Blender documentation.

assistant: # Combine Cylindrical Node

[image reference removed]

The *Combine Cylindrical* node converts cylindrical coordinates (R, Φ, Z)
into a Cartesian vector (X, Y, Z). It is the inverse of the
[Separate Cylindrical](../../../../modeling/geometry_nodes/utilities/vector/separate_cylindrical.xhtml) node.

This node is useful for constructing positions or directions based on radial distance,
rotation angle, and height, such as creating spiral shapes or cylindrical displacements.
user: How do I use Add Duplicate in Blender? Include parameters, examples, warnings and best practices.

assistant: Duplicates the selected control points, along with the curve segments implicitly selected (if any).
If only a handle is selected, the full point will be duplicated too.
The copy is selected so you can move it to another place.