PGCRYPT/OpenBlender_Train huggingface dataset:
user: Explain Drawing Options in complete detail according to the official Blender documentation.

assistant: [image reference removed]

General drawing options.

Multiframe
:   Allows to draw on several frames at the same time.

    See [Multiframe](../../multiframe.html) for more information.

Additive Drawing
:   When creating new frames adding strokes with drawing tools,
    the strokes from the previous/active frame are include as a basis for the new one.
    When erasing existing strokes using Additive Drawing a new keyframe will be added.

AutoMerge
:   Joins new strokes with the beginning or end of previously drawn strokes in the active layer.

Add Weight Data
:   When enabled, weight data is added to new strokes according to the current vertex group and weight.
    If there is no vertex group selected, no weight data is added.

    Useful for example in cut-out animation for adding new drawing
    on the same vertex group without the need to creating it afterwards.

    See [Weight Paint Mode](../weight_paint/introduction.html) for more information.

Draw on Back
:   When enabled, new strokes are drawn below of all strokes in the layer.
    For example when you want to paint with a fill material below line strokes on a character and
    they are on the same layer.
user: Show practical ways to work with Notes in a Blender add-on or script – include code.

assistant: - Parenting to one vertex tracks only the vertex’s position.
- Parenting to three vertices allows the child to follow both position and rotation, based on the triangle’s surface.
- The child object remains in Object Mode while the mesh stays in Edit Mode.
- Only one child object can be parented at a time using this method.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: [image reference removed]

UV Map
:   Which UV map to modify; if not set it defaults to the active rendering layer.

UV Center
:   The center point of the UV map to use when applying scale or rotation.
    With (0, 0) at the bottom left and (1, 1) at the top right.

Axis U, V
:   The axes to use when mapping the 3D coordinates into 2D.

Object From, To
:   The two objects used to define the transformation. See [Usage](#usage) below.

Vertex Group
:   The vertex group can be used to scale the influence of the transformation per vertex.

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

        The setting reverses the weight values of the group.

### Transform

Offset
:   Amount to move the UV map.

Scale
:   Amount to scale the UV map.

Rotation
:   Amount to rotate the UV map.
user: How do I use Rendering in Blender? Include parameters, examples, warnings and best practices.

assistant: Rendering volumes works the same as rendering smoke simulations. By default,
the [Principled Volume shader](../../render/shader_nodes/shader/volume_principled.xhtml)
is used for rendering volume objects. It will use grids named `density`,
`color` and `temperature` by default. If these are not available,
another grid name must be chosen in the shader nodes.
user: How do I use Locking Vertex Groups in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Lock a vertex group.

Right after creation of a vertex group,
an open padlock icon shows up on the right side of the list entry.
This icon indicates that the vertex group can be edited.
You can add vertex assignments to the group or remove assignments from the group.
And you can change it with the weight paint brushes, etc.

When you click on the icon,
it changes to a closed padlock icon and all vertex group modifications get disabled.
You can only rename or delete the group, and unlock it again.
No other operations are allowed on locked vertex groups,
thus all corresponding buttons become disabled for locked vertex groups.
user: How do I use Denoising in Blender? Include parameters, examples, warnings and best practices.

assistant: Denoising uses a specialized algorithm to get a less noisy image without requiring more samples.

Denoise (Viewport)
:   Whether to perform denoising for the 3D Viewport in the *Rendered* shading mode.

Denoise (Render)
:   Whether to perform denoising for the final rendered image.

Denoiser
:   The algorithm to use.

    Automatic:
    :   Uses GPU accelerated denoising if supported, for best performance.
        Prefers OpenImageDenoise over OptiX.

    OpenImageDenoise:
    :   Uses Intel’s [Open Image Denoise](https://www.openimagedenoise.org/),
        an AI denoiser. Typically provides the highest quality.

    OptiX:
    :   Uses NVIDIA’s OptiX AI denoiser.
        Supports GPU acceleration on some older NVIDIA GPUs where OpenImageDenoise does not.

        Only available on NVIDIA GPUs when configured in the [Cycles Render Devices](../../../editors/preferences/system.xhtml#editors-preferences-cycles) user preferences.

Passes
:   Controls which [Render Passes](../../layers/passes.xhtml) the denoiser should use as input.
    Generally, the more passes the denoiser has access to, the better the result.
    It is recommended to use at least *Albedo* as *None* can blur out details,
    especially at lower sample counts.

    None:
    :   Denoises the image using color data.

    Albedo:
    :   Denoises the image using color and albedo data.

    Albedo + Normal:
    :   Denoises the image using color, albedo, and normal pass data.

Prefilter OpenImageDenoise
:   Controls whether prefiltering is applied to the *Passes* before denoising.
    Visible only when using *OpenImageDenoise*.

    None:
    :   Does not apply any prefiltering to the input passes. This option retains the most detail and
        is the fastest, but assumes the input passes are noise free which may require a high sample count.
        If the input passes aren’t noise free, then noise will remain in the image after denoising.

    Fast:
    :   Assumes the input passes are not noise free, yet does not apply prefiltering to the input passes.
        This option is faster than *Accurate* but produces a blurrier result.

    Accurate:
    :   Prefilters the input passes before denoising to reduce noise. This option usually produces
        more detailed results than *Fast*, but with increased processing time.

Quality OpenImageDenoise
:   Overall denoising quality.
    Visible only when using *OpenImageDenoise*.

    High:
    :   Produces the highest quality at the cost of time.

    Balanced:
    :   Balanced between performance and quality.

    Fast:
    :   Sacrifices quality for speed (ideal for viewport rendering).

Start Sample
:   Sample at which to start denoising in the 3D Viewport.

Use GPU
:   Perform denoising on the GPU.
    This is significantly faster than on CPU, but requires additional GPU memory.
    When large scenes need more GPU memory, this option can be disabled.

    See [GPU Rendering](../gpu_rendering.xhtml) for details on supported GPUs.
user: Provide the full official documentation entry for Outputs, preserving all code examples.

assistant: Value
:   The data retrieved and interpolated from the *Source* geometry, mapped based on the node’s settings and inputs.

Is Valid
:   Whether the sampling was successful. It can fail when the sampled group is empty.
user: Explain NodeTreeInterfaceSocketFloatFrequency(NodeTreeInterfaceSocket) in complete detail according to the official Blender documentation.

assistant: # NodeTreeInterfaceSocketFloatFrequency(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.NodeTreeInterfaceSocketFloatFrequency(*NodeTreeInterfaceSocket*)
:   Floating-point number socket of a node

    default_value
    :   Input value used for unconnected socket

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

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

assistant: # Output

[image reference removed]

Output panel.

This panel provides options for setting the location of rendered frames for animations,
and the quality of the saved images.

File Path
:   Choose the location to save rendered frames.

    When rendering an animation,
    the frame number is appended at the end of the file name with four padded zeros (e.g. `image0001.png`).
    You can set a custom padding size by adding the appropriate number of `#` anywhere in the file name
    (e.g. `image_##_test.png` translates to `image_01_test.png`).

    This setting expands [Relative Paths](../../../files/blend/open_save.xhtml#files-blend-relative-paths)
    where a `//` prefix represents the directory of the current blend-file.

Saving – File Extensions
:   Adds the correct file extensions per file type to the output files.

Saving – Cache Result
:   Saves the rendered view layers and their [passes](../../layers/passes.xhtml) to a multi-layer OpenEXR image.
    The Compositor can then use this file to improve performance, especially for heavy compositing.

    The image is stored in the *Render Cache* folder as specified in the
    [File Paths Preferences](../../../editors/preferences/file_paths.xhtml).
    You can also load it back into the Image Editor’s Render Result, even after closing
    and reopening Blender; see [Open Cached Render](../../../editors/image/editing.xhtml#bpy-ops-image-read-viewlayers).

Media Type
:   The type of media to save.

    Image:
    :   Saves each input as a separate image file.
        Each input can use its own image format settings.

    Multi-Layer EXR:
    :   Saves all inputs together in a single multi-layer OpenEXR file.

    Video:
    :   Encodes each frame into a video container.
        Encoding options can be found in the [Encoding](#encoding) panel.

File Format Image
:   Choose the image file format to save to. Based on which format is used,
    other options such as channels, bit depth and compression level are available.
    See [saving images](../../../files/media/image_formats.xhtml#bpy-types-imageformatsettings) for list of image encoding options.

Color Image Multi-Layer EXR
:   The color format to save the image or video to.
    This setting is used by some formats to optimize how much data is written to the file.
    Note, *RGBA* is not available for all image formats, check the list above for details.

    BW:
    :   Saves the image using grayscale colors.

    RGB:
    :   Saves red, green and blue channels

    RGBA:
    :   Saves red, green, blue and alpha channels.

Image Sequence – Overwrite Image Multi-Layer EXR
:   Overwrite existing files when rendering.

Image Sequence – Overwrite Image Multi-Layer EXR
:   Create empty placeholder frames while rendering.
user: Give a detailed overview of Developer Tools: syntax, arguments, return values, common patterns.

assistant: # Developer Tools

These preferences are reserved for features that aid Blender and add-on development.
This category is hidden by default and is visible enabling
[Developer Extras](interface.html#bpy-types-preferencesview-show-developer-ui).
user: Describe Outputs from the Blender manual or Python API, including usage steps and snippets.

assistant: SDF Grid
:   A scalar (float) grid representing the signed distance field of the input points.
    Each voxel stores the shortest signed distance to any point’s surface,
    with negative values inside the combined spheres and positive values outside.
user: Show practical ways to work with Principled BSDF in a Blender add-on or script – include code.

assistant: # Principled BSDF

[image reference removed]

The *Principled* BSDF
that combines multiple layers into a single easy to use node.
It can model a wide variety of materials.

It is based on the OpenPBR Surface shading model, and provides parameters
compatible with similar PBR shaders found in other software,
such as the Disney and Standard Surface models.
Image textures painted or baked from software like Substance Painter
may be directly linked to the corresponding input in this shader.
user: Explain Sample Color in complete detail according to the official Blender documentation.

assistant: Copies the color from any part of the user interfaces and sets it as the active
[Brush Color](../brush/brush_settings.html#bpy-types-brush-color).

- Press `Shift`-`X` to sample a color from the image and set it as the primary brush color.
- In **Texture Paint**, `Shift`-`Ctrl`-`X` samples the **merged viewport color**, while `Shift`-`X`
  :   samples only the currently active texture.
user: What is Skin Mesh Data and how is it used in Blender Python scripting?

assistant: That modifier needs a set of specific data in the original mesh to work properly.
This data allows you to define the root vertices of each tree, which ones are loose,
and the size (radius) of the skin at each vertex. The radii of input vertices can be individually
scaled in Edit Mode with the [Skin Resize](../../meshes/editing/mesh/transform/skin_resize.xhtml).
user: Show practical ways to work with Growing in a Blender add-on or script – include code.

assistant: The first step is to create the hair, specifying the amount of hair strands and their lengths.

The complete path of the particles is calculated in advance.
So everything a particle does a hair may do also.
A hair is as long as the particle path would be for a particle with a lifetime of 100 frames.
Instead of rendering every frame of the particle animation point by point there are calculated
control points with an interpolation, the segments.
user: What is Particle Edit Hair Brush Items and how is it used in Blender Python scripting?

assistant: # Particle Edit Hair Brush Items

COMB:
:   Comb.

    Comb hairs.

SMOOTH:
:   Smooth.

    Smooth hairs.

ADD:
:   Add.

    Add hairs.

LENGTH:
:   Length.

    Make hairs longer or shorter.

PUFF:
:   Puff.

    Make hairs stand up.

CUT:
:   Cut.

    Cut hairs.

WEIGHT:
:   Weight.

    Weight hair particles.
user: What is White Noise Texture Node and how is it used in Blender Python scripting?

assistant: # White Noise Texture Node

The *White Noise Texture* node returns a random number based on an input [Seed](../../../glossary/index.xhtml#term-Seed).
The seed can be a number, a 2D vector, a 3D vector, or a 4D vector; depending on the *Dimensions* property.
The output number ranges between zero and one.

[image reference removed]
user: Describe Grid Curl Node from the Blender manual or Python API, including usage steps and snippets.

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 Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: Image
:   Standard color input.
    If only the image input is connected, the node blurs the image depending on the edges present in the source image.

Determinator
:   If connected, it serves as the source for defining edges/borders for the blur in the image.
    This has great advantage in case the source image is too noisy,
    but normals in combination with Z-buffer can still define exact borders/edges of objects.

Size
:   The size of the blur in pixels.

Threshold
:   Pixels are considered in the blur area if the average difference between their
    determinator and the determinator of the center pixel is less than this threshold.
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`BlendImportContextItem.source_libraries`](bpy.types.BlendImportContextItem.html#bpy.types.BlendImportContextItem.source_libraries "bpy.types.BlendImportContextItem.source_libraries") |  |
user: Show practical ways to work with Output in a Blender add-on or script – include code.

assistant: [image reference removed]

Canvas Output panel.

From Output panel you can adjust how surface outputs its results.

### Vertex

For *Vertex* format surfaces, you can select a mesh data layer
(color/weight depending on surface type) to generate results to.
You can use the “+”/”-” icons to add/remove a data layers of given name.
If layer with given name is not found, it is shown as red.

### Image Sequence

For *Image Sequence* surfaces,
you can define used UV maps and output file saving directory, filenames and image format.
user: What is Key Menu and how is it used in Blender Python scripting?

assistant: Most items in this menu are documented on the Graph Editor’s [Editing F-Curves](../graph_editor/fcurves/editing.xhtml) page.
One important difference is that scaling keyframes in the Dope Sheet Editor only moves them along the time axis
(with the Playhead serving as the pivot point); it doesn’t change their values.

The Dope Sheet editor has the following additional menu items:

Slide `Shift`-`T`
:   Lets you stretch one set of keyframes across time while compressing an adjacent set to compensate,
    leaving the combined duration the same.

    To use this operator, first select a range of three or more keyframes, then place the mouse cursor
    somewhere in the middle and press `Shift`-`T`. The range will be temporarily split in two
    at the location of the cursor, indicated by a dashed vertical line.
    If you now move the mouse, the two halves of the range will change in length,
    and the keyframes within them will move accordingly. Click `LMB` to confirm or `RMB` to cancel.

Keyframe Type `R`
:   Sets the [type](../../animation/keyframes/introduction.xhtml#keyframe-type) of the selected keyframes.
user: How do I use Object in Blender? Include parameters, examples, warnings and best practices.

assistant: # Object

Friction
:   The friction of the surrounding medium. Generally friction dampens a movement.
    The larger the friction, the more viscous is the medium.
    Friction always appears when a vertex moves relative to its surround medium.

Mass
:   Mass value for vertices.
    Larger mass slows down acceleration, except for gravity where the motion is constant regardless of mass.
    Larger mass means larger inertia, so also braking a soft body is more difficult.

Control Point
:   You can paint weights and use a specified vertex group for mass values.
user: Give a detailed overview of Inputs: syntax, arguments, return values, common patterns.

assistant: Base Color
:   Diffuse surface color. For conductor materials (metals) it should be black.

Specular
:   Amount of specular reflection. Specifies facing (along normal)
    reflectivity. Conductor materials (metals) can have colored specular reflection.

Roughness
:   Specifies microfacet roughness of the surface for diffuse and specular reflection.

Emissive Color
:   Color of the emitted light. This light is added to the BSDF result.

Transparency
:   Transparency factor. This is the inverse of the alpha channel (1 - alpha) you find in an image.
    Use an Invert node to convert alpha to transparency.
    This will only have an effect if the material uses a blend mode other than opaque.

Normal
:   Controls the normals of the base layers.

Clear Coat
:   Extra white specular layer on top of others.
    This is useful for materials like car paint and the like.

Clear Coat Roughness:
:   Roughness of clear coat specular.

Clear Coat Normal
:   Controls the normals of the *Clear Coat* layer.

Ambient Occlusion
:   Amount of occlusion to apply to indirect lighting. Usually a bake ambient occlusion map.
    The final occlusion factor is the minimum of this input and the runtime ambient occlusion effect.
user: Explain Mask Layers in complete detail according to the official Blender documentation.

assistant: [image reference removed]

Mask Layer panel.

Mask layers consists of one or several splines and used to “grouped” operation on splines.
Layers can be used to create complex shapes and to define how the splines interact with each other.
Splines belonging to the same layer can be animated together, for example by an item
from motion tracker footage.
Example of such tools might be parenting the whole set of splines to single motion tracking data or
simple to transform all of them together.

Opacity
:   Used to set the opacity of the mask layer.

Invert
:   Inverts the values (colors) in the mask layer.

Blend
:   The layer blending operation to perform. See [Color Blend Modes](../../glossary/index.html#term-Color-Blend-Modes).

    Modes *Merge Add* and *Merge Subtract*
    give better results when using a *Feather* on overlapping masks
    than straightforward mathematical addition and subtraction.

Falloff
:   Type of the *Feather* falloff, controls the shape of the transition between black and white.

Overlap
:   Fills the self-intersecting areas.

Holes
:   Overlapping splines from the same layer will generate holes in the mask.

|  |  |
| --- | --- |
| <../../_images/movie-clip_masking_sidebar_example-overlap.png>   The Overlap option example. | <../../_images/movie-clip_masking_sidebar_example-holes.png>   The Holes option example. |

### Example

The purpose of mask layers can be explained with an example.
Suppose there are two unwanted people in the footage, and one of them goes from left to right, and
the other in the opposite direction. Two mask layers can then be used to mask them separately by
using a single mask data-block. At the point of intersection of these shapes they will be added together rather than
creating a hole, as would happen if they were on the same layer. If the motion is simple enough,
a single motion tracked point can be used to drive the location of the entire mask layer.
user: Describe Options from the Blender manual or Python API, including usage steps and snippets.

assistant: [image reference removed]

The Outline modifier.

Thickness
:   The thickness of the generated strokes outline.

    Keep shape
    :   The perimeter strokes are maintaining inside the original stroke perimeter trying to keep the original shape.

Subdivisions
:   controls the number of subdivision of the generated strokes outline.

Sample Length
:   Controls the accuracy of the perimeter conversion.

Outline Material
:   Defines the material to use on the generated strokes outline.

Target Object
:   Controls the origin of the cyclic strokes generated.

### Influence Filters

See [Influence Filters](../introduction.xhtml#grease-pencil-modifier-influence-filters).
user: What is Combine Cylindrical Node and how is it used in Blender Python scripting?

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.html) 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: Show practical ways to work with Node Context in a Blender add-on or script – include code.

assistant: bpy.context.selected_nodes
:   Type:
    :   sequence of [`bpy.types.Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node")

bpy.context.active_node
:   Type:
    :   [`bpy.types.Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node")

bpy.context.light
:   Type:
    :   [`bpy.types.Light`](bpy.types.Light.html#bpy.types.Light "bpy.types.Light")

bpy.context.material
:   Type:
    :   [`bpy.types.Material`](bpy.types.Material.html#bpy.types.Material "bpy.types.Material")

bpy.context.world
:   Type:
    :   [`bpy.types.World`](bpy.types.World.html#bpy.types.World "bpy.types.World")
user: Show practical ways to work with Development in a Blender add-on or script – include code.

assistant: Only visible when [Developer Extras](interface.xhtml#bpy-types-preferencesview-show-developer-ui) are enabled.

I18n Branches
:   The path to the `/branches` directory of your local SVN translation copy, to allow translating from the UI.
user: Describe Voxel Remesher from the Blender manual or Python API, including usage steps and snippets.

assistant: “Voxel remeshing” rebuilds the geometry with a perfectly even distributed topology.
Depending on the set voxel size, this will lead to a lower or higher resolution.

This technique is especially useful to block out the initial shape of an object.
It also has the advantage of removing any overlapping geometry and creating a manifold volume as a result.

[image reference removed]

Any currently used mask, face sets and color attributes will be re-projected on the remeshed result.
Reaching high vertex counts should still be achievable with this technique, depending on the used hardware.

To more easily access this feature, use the shortcuts `R` to define the resolution,
and `Ctrl`-`R` to execute the remeshing.

[image reference removed]
user: Explain Making an Instanced Collection Real in complete detail according to the official Blender documentation.

assistant: If you want to make further edits on an instanced collection select the *Instance Collection*.
Then call [Make Instances Real](../../editing/apply.xhtml#bpy-ops-object-duplicates-make-real) to convert
the collection into regular objects that can be transformed and animated normally.
user: Show practical ways to work with Paste in a Blender add-on or script – include code.

assistant: Paste Grease Pencil points or strokes from the internal clipboard to the active layer.

Paste on Back `Shift`-`Ctrl`-`V`
:   Add pasted strokes behind all strokes.

Keep World Transform
:   Keep the world transform of strokes from the clipboard unchanged.
user: What is Simulation and how is it used in Blender Python scripting?

assistant: Simulation Range
:   Use a simulation range that is different from the scene range for
    [Simulation Nodes](../../modeling/geometry_nodes/simulation/simulation_zone.xhtml)
    that do not override the frame range themselves.

Start, End
:   The frame at which the simulation starts/ends.
user: Show practical ways to work with NodeEnumItem(bpy_struct) in a Blender add-on or script – include code.

assistant: # NodeEnumItem(bpy_struct)

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

*class* bpy.types.NodeEnumItem(*bpy_struct*)
:   description
    :   Type:
        :   string, default “”, (never None)

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

assistant: [image reference removed]

The Array modifier.

Fit Type
:   Controls how the length of the array is determined. There are three choices,
    activating respectively the display of the *Curve*, *Length* or *Count* settings explained below:

    Fit Curve
    :   Generates enough copies to fit within the length of the curve object specified in *Curve*.

    Fit Length
    :   Generates enough copies to fit within the fixed length given by *Length*.

    Fixed Count
    :   Generates the number of copies specified in *Count*.

### Relative Offset

Factor X/Y/Z
:   Adds a translation equal to the object’s bounding box size along each axis, multiplied by a scaling factor,
    to the offset. X, Y and Z scaling factors can be specified.

    [image reference removed]

    Relative offset (0.5, 1.0 and 1.5) examples.

### Constant Offset

Distance X/Y/Z
:   Adds a constant translation component to the duplicate object’s offset.
    X, Y and Z constant components can be specified.

### Object Offset

Adds a transformation taken from an object (relative to the current object) to the offset.
It is good practice to use an empty object centered or near to the initial object.
E.g. by rotating this empty a circle or helix of objects can be created.

[image reference removed]

Object offset example.

### Merge

If enabled, vertices in each copy will be merged with vertices
in the next copy that are within the given *Distance*.

First and Last Copies
:   If enabled **and** *Merge* is enabled, vertices in the first copy will be merged with vertices
    in the last copy, again if they are within *Distance* range. This is useful for circular objects.

    First and Last Copies merge example.

    |  |  |
    | --- | --- |
    | ../../../_images/modeling_modifiers_generate_array_first-last-off.png   Subdivision discontinuity caused by not merging vertices between first and last copies (*First and Last Copies* off). | ../../../_images/modeling_modifiers_generate_array_first-last-on.png   Subdivision discontinuity eliminated by merging vertices between first and last copies (*First and Last Copies* on). |

Distance
:   Controls the merge distance for *Merge* and *First and Last Copies*.

### UVs

Offset U/V
:   Shifts UVs of each new duplicate by a settable amount.

### Caps

Cap Start, End
:   This allows either endpoints of the array to have a different mesh subsisted.

    For the *start*: as if it was in position -1, i.e. one “array step” before the first “regular” array copy.
    For the *end*: as if it was in position *n* + 1, i.e. one “array step” after the last “regular” array copy.

    When *Merge* is activated, the *cap* vertices within the *Distance* threshold will be merged.
user: How do I use Denoising in Blender? Include parameters, examples, warnings and best practices.

assistant: Denoising uses a specialized algorithm to get a less noisy image without requiring more samples.

Denoise (Viewport)
:   Whether to perform denoising for the 3D Viewport in the *Rendered* shading mode.

Denoise (Render)
:   Whether to perform denoising for the final rendered image.

Denoiser
:   The algorithm to use.

    Automatic:
    :   Uses GPU accelerated denoising if supported, for best performance.
        Prefers OpenImageDenoise over OptiX.

    OpenImageDenoise:
    :   Uses Intel’s [Open Image Denoise](https://www.openimagedenoise.org/),
        an AI denoiser. Typically provides the highest quality.

    OptiX:
    :   Uses NVIDIA’s OptiX AI denoiser.
        Supports GPU acceleration on some older NVIDIA GPUs where OpenImageDenoise does not.

        Only available on NVIDIA GPUs when configured in the [Cycles Render Devices](../../../editors/preferences/system.html#editors-preferences-cycles) user preferences.

Passes
:   Controls which [Render Passes](../../layers/passes.html) the denoiser should use as input.
    Generally, the more passes the denoiser has access to, the better the result.
    It is recommended to use at least *Albedo* as *None* can blur out details,
    especially at lower sample counts.

    None:
    :   Denoises the image using color data.

    Albedo:
    :   Denoises the image using color and albedo data.

    Albedo + Normal:
    :   Denoises the image using color, albedo, and normal pass data.

Prefilter OpenImageDenoise
:   Controls whether prefiltering is applied to the *Passes* before denoising.
    Visible only when using *OpenImageDenoise*.

    None:
    :   Does not apply any prefiltering to the input passes. This option retains the most detail and
        is the fastest, but assumes the input passes are noise free which may require a high sample count.
        If the input passes aren’t noise free, then noise will remain in the image after denoising.

    Fast:
    :   Assumes the input passes are not noise free, yet does not apply prefiltering to the input passes.
        This option is faster than *Accurate* but produces a blurrier result.

    Accurate:
    :   Prefilters the input passes before denoising to reduce noise. This option usually produces
        more detailed results than *Fast*, but with increased processing time.

Quality OpenImageDenoise
:   Overall denoising quality.
    Visible only when using *OpenImageDenoise*.

    High:
    :   Produces the highest quality at the cost of time.

    Balanced:
    :   Balanced between performance and quality.

    Fast:
    :   Sacrifices quality for speed (ideal for viewport rendering).

Start Sample
:   Sample at which to start denoising in the 3D Viewport.

Use GPU
:   Perform denoising on the GPU.
    This is significantly faster than on CPU, but requires additional GPU memory.
    When large scenes need more GPU memory, this option can be disabled.

    See [GPU Rendering](../gpu_rendering.html) for details on supported GPUs.
user: Describe spines.basic_tail from the Blender manual or Python API, including usage steps and snippets.

assistant: Defines a bendy and stretchy b-bones tail.

X, Y, Z (Boolean)
:   Specifies which local axis rotations should be replicated along the chain from each control
    bone to the following one.

Assign Tweak Layers
:   If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
user: Explain Further Reading in complete detail according to the official Blender documentation.

assistant: - [Sphinx RST Primer](https://www.sphinx-doc.org/en/master/usage/restructuredtext/basics.html):
  Introduction to RST syntax.
- [Docutils reStructuredText Reference](https://docutils.sourceforge.io/rst.html):
  Comprehensive documentation on RST markup.
user: How do I use Enable Output Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Enable Output Node

[image reference removed]

The *Enable Output* node toggles the visibility and value
of a socket for a [Node Group](../../../interface/controls/nodes/groups.html) outputs.
It can be used to conditionally show or hide outputs from a node group depending on an input value or condition.
user: How do I use Mesh Delimit Mode Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Mesh Delimit Mode Items

NORMAL:
:   Normal.

    Delimit by face directions.

MATERIAL:
:   Material.

    Delimit by face material.

SEAM:
:   Seam.

    Delimit by edge seams.

SHARP:
:   Sharp.

    Delimit by sharp edges.

UV:
:   UVs.

    Delimit by UV coordinates.
user: What is Options and how is it used in Blender Python scripting?

assistant: [image reference removed]

Pixelate Visual Effect.

Size X, Y
:   Horizontal and vertical size of the final pixels to apply.

Anti-aliasing
:   Applies an anti-aliasing effect to the resulting pixels.
user: Show practical ways to work with GeometryNodeVertexOfCorner(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeVertexOfCorner(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.GeometryNodeVertexOfCorner(*GeometryNode*)
:   Retrieve the vertex each face corner is attached to

    *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 Inputs in a Blender add-on or script – include code.

assistant: Grid
:   The input grid whose background value will be modified.

Background
:   The value to assign to inactive or uninitialized voxels and tiles.

    When sampling outside the defined region of the grid, this value will be
    returned instead of zero.
user: Show practical ways to work with limbs.simple_tentacle in a Blender add-on or script – include code.

assistant: Will create a simple bendy and stretchy b-bones tentacle chain, which can optionally replicate local rotation
from preceding bones to the subsequent ones for use in cases like fingers.

Requirement: A chain of at least two connected bones.

Automation Axis (X, Y, Z, None)
:   Enables the automation on the selected axis. Multiple axis or none can be selected holding `Shift`-`LMB`.
    When enabled the subsequent control bones will copy the local rotations from the previous ones.
    The option is accessible in the controls of the final rig as a Copy Rotation constraint and
    can be disabled even after rig is generated, or at animation time.

Assign Tweak Layers
:   If enabled, allows placing the Tweak controls in different bone collections from the main controls.
user: What is Install from Snap and how is it used in Blender Python scripting?

assistant: [Snap](https://snapcraft.io/) is a universal package manager designed to work across a range of distributions.
Assuming snap is already installed, Blender can be installed through snap with:

```
snap install blender --classic
```

Installing from this method has a benefit that updates to Blender are automatically installed.
Blender from Snap should have a more consistent distribution than individual package managers.
user: How do I use Views Format Multiview Items in Blender? Include parameters, examples, warnings and best practices.

assistant: # Views Format Multiview Items

INDIVIDUAL:
:   Individual.

    Individual files for each view with the prefix as defined by the scene views.

STEREO_3D:
:   Stereo 3D.

    Single file with an encoded stereo pair.

MULTIVIEW:
:   Multi-View.

    Single file with all the views.
user: Describe Inputs from the Blender manual or Python API, including usage steps and snippets.

assistant: Grid
:   The input grid to sample from. The grid can store scalar, vector, or
    color data depending on its data type.

Position
:   The spatial positions (in object space) where the grid values are
    evaluated. Each position is interpolated based on nearby voxel values.

Interpolation
:   The interpolation method used to compute the sampled value between
    neighboring voxels:

    Nearest Neighbor:
    :   Returns the value from the closest voxel without interpolation.
        Fastest method but can appear blocky or discrete.

    Trilinear:
    :   Performs linear interpolation across the eight nearest voxels.
        Produces smooth transitions between samples and is suitable for most general uses.

    Triquadratic:
    :   Uses a higher-order (quadratic) interpolation for even smoother
        gradients and more continuous results, at the cost of additional computation.
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`bpy.context.speaker`](bpy.context.html#bpy.context.speaker "bpy.context.speaker") - [`BlendData.speakers`](bpy.types.BlendData.html#bpy.types.BlendData.speakers "bpy.types.BlendData.speakers") | - [`BlendDataSpeakers.new`](bpy.types.BlendDataSpeakers.html#bpy.types.BlendDataSpeakers.new "bpy.types.BlendDataSpeakers.new") - [`BlendDataSpeakers.remove`](bpy.types.BlendDataSpeakers.html#bpy.types.BlendDataSpeakers.remove "bpy.types.BlendDataSpeakers.remove") |
user: How do I use Advanced in Blender? Include parameters, examples, warnings and best practices.

assistant: ### The Offset/Power/Slope Formula

\(\text{out} = (i \times s + o)^p\)

where:

- *out*: The color graded pixel code value.
- *i*: The input pixel code value (0 to 1) (black to white).
- *s*: Slope (any number 0 or greater, nominal value is 1.0).
- *o*: Offset (any number, the nominal value is 0).
- *p*: Power (any number greater than 0, nominal value is 1.0).
user: Explain FluidEffectorSettings(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # FluidEffectorSettings(bpy_struct)

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

*class* bpy.types.FluidEffectorSettings(*bpy_struct*)
:   Smoke collision settings

    effector_type
    :   Change type of effector in the simulation

        - `COLLISION`
          Collision – Create collision object.
        - `GUIDE`
          Guide – Create guide object.

        Type:
        :   enum in [`'COLLISION'`, `'GUIDE'`], default `'COLLISION'`

    guide_mode
    :   How to create guiding velocities

        - `MAXIMUM`
          Maximize – Compare velocities from previous frame with new velocities from current frame and keep the maximum.
        - `MINIMUM`
          Minimize – Compare velocities from previous frame with new velocities from current frame and keep the minimum.
        - `OVERRIDE`
          Override – Always write new guide velocities for every frame (each frame only contains current velocities from guiding objects).
        - `AVERAGED`
          Averaged – Take average of velocities from previous frame and new velocities from current frame.

        Type:
        :   enum in [`'MAXIMUM'`, `'MINIMUM'`, `'OVERRIDE'`, `'AVERAGED'`], default `'OVERRIDE'`

    subframes
    :   Number of additional samples to take between frames to improve quality of fast moving effector objects

        Type:
        :   int in [0, 200], default 0

    surface_distance
    :   Additional distance around mesh surface to consider as effector

        Type:
        :   float in [0, 10], default 0.0

    use_effector
    :   Control when to apply the effector

        Type:
        :   boolean, default True

    use_plane_init
    :   Treat this object as a planar, unclosed mesh

        Type:
        :   boolean, default False

    velocity_factor
    :   Multiplier of obstacle velocity

        Type:
        :   float in [-100, 100], default 1.0

    *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 NodeSocketVectorAcceleration4D(NodeSocketStandard), preserving all code examples.

assistant: # NodeSocketVectorAcceleration4D(NodeSocketStandard)

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

*class* bpy.types.NodeSocketVectorAcceleration4D(*NodeSocketStandard*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

        Type:
        :   [`mathutils.Vector`](mathutils.html#mathutils.Vector "mathutils.Vector") of 4 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0)

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

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

        (readonly)

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type