PGCRYPT/OpenBlender_Train huggingface dataset:
user: Show practical ways to work with PaintModeSettings(bpy_struct) in a Blender add-on or script – include code.

assistant: # PaintModeSettings(bpy_struct)

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

*class* bpy.types.PaintModeSettings(*bpy_struct*)
:   Properties of paint mode

    canvas_image
    :   Image used as painting target

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

    canvas_source
    :   Source to select canvas from

        Type:
        :   enum in [`'COLOR_ATTRIBUTE'`, `'MATERIAL'`, `'IMAGE'`], default `'MATERIAL'`

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # Asset Browser

The *Asset Browser* is the main interface for organizing and using assets.
To access it, create a new [area](../interface/window_system/areas.html),
click the *Editor Type* button in its top left corner, and choose
*Asset Browser*.
user: What is Poles by Count and how is it used in Blender Python scripting?

assistant: Finds vertices that are a [pole](../../../glossary/index.xhtml#term-Pole), namely vertices that are connected to an irregular
number of edges. Then, selects either those poles (in vertex selection mode) or the
edges/faces connected to them (in edge/face selection mode).

|  |  |
| --- | --- |
| ../../../_images/modeling_meshes_editing_face_select_by_pole_count_before.webp   Before selecting poles. | ../../../_images/modeling_meshes_editing_face_select_by_pole_count_after.webp   After selecting poles. |

Pole Count
:   Specifies the number of edges a vertex must (not) have to be considered a pole.

Type
:   Defines the comparison method for determining poles:

    Less Than:
    :   Find vertices that have fewer edges than *Pole Count*.

    Equal To:
    :   Find vertices that have exactly *Pole Count* edges.

    Greater Than:
    :   Find vertices that have more edges than *Pole Count*.

    Not Equal To:
    :   Find vertices that have more or fewer edges than *Pole Count*.

Extend
:   Adds to the existing selection rather than replacing it.

Exclude Non Manifold
:   Skips poles that are part of [non-manifold](../../../glossary/index.xhtml#term-Non-manifold) geometry.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: As the modifier is only a container its actual options can be configured in the *Physics Properties* tab.
See the [Cloth Physics Properties](../../../physics/cloth/settings/index.xhtml) for more information.
user: What is ClampToConstraint(Constraint) and how is it used in Blender Python scripting?

assistant: # ClampToConstraint(Constraint)

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

*class* bpy.types.ClampToConstraint(*Constraint*)
:   Constrain an object’s location to the nearest point along the target path

    main_axis
    :   Main axis of movement

        Type:
        :   enum in [`'CLAMPTO_AUTO'`, `'CLAMPTO_X'`, `'CLAMPTO_Y'`, `'CLAMPTO_Z'`], default `'CLAMPTO_AUTO'`

    target
    :   Target Object (Curves only)

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

    use_cyclic
    :   Treat curve as cyclic curve (no clamping to curve bounding box)

        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: Describe RenderSlot(bpy_struct) from the Blender manual or Python API, including usage steps and snippets.

assistant: # RenderSlot(bpy_struct)

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

*class* bpy.types.RenderSlot(*bpy_struct*)
:   Parameters defining the render slot

    name
    :   Render slot name

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

    clear(*iuser*)
    :   Clear the render slot

        Parameters:
        :   **iuser** ([`ImageUser`](bpy.types.ImageUser.html#bpy.types.ImageUser "bpy.types.ImageUser")) – ImageUser

    *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 Painting Brushes and how is it used in Blender Python scripting?

assistant: [image reference removed]

Recognizable by their blue thumbnails.
These brushes are used for painting color attributes within sculpt mode.

Paint Hard
:   Brush Type: [Paint](paint.html)

    A simple hard round falloff.

Paint Soft
:   Brush Type: [Paint](paint.html)

    A soft round falloff with pressure sensitivity for only the strength.

Paint Hard Pressure
:   Brush Type: [Paint](paint.html)

    A hard round falloff with pressure sensitivity for the brush size.

Paint Soft Pressure
:   Brush Type: [Paint](paint.html)

    A soft round falloff with pressure sensitivity for both size and strength.

Paint Square
:   Brush Type: [Paint](paint.html)

    A hard square brush falloff.

Airbrush
:   Brush Type: [Paint](paint.html)

    A soft round brush that builds up over time instead of stroke distance.

Blend Hard
:   Brush Type: [Paint](paint.html)

    Similar to Average brushes in other modes with a hard round falloff. Used to blend colors along the stroke.

Blend Soft
:   Brush Type: [Paint](paint.html)

    Same as Blend Hard but with a soft round falloff.

Blend Square
:   Brush Type: [Paint](paint.html)

    Same as Blend Hard but with a hard square falloff.

Paint Blend
:   Brush Type: [Paint](paint.html)

    A mix of a Paint and Blend brush. On low pen pressure the brush averages colors and with high pen pressure it
    paints colors.

Smear
:   Brush Type: [Smear](smear.html)

    Smears colors along the stroke.

Sharpen
:   Brush Type: [Smear](smear.html)

    Pinches the colors inwards to create sharp edges or points.

Paint Pixel Art
:   Brush Type: [Paint](paint.html)

    Paint specific pixels (Only supported in the Image Editor).

Erase Pixel Art
:   Brush Type: [Paint](paint.html)

    Erase pixels in the alpha channel of the texture (Only supported in the Image Editor).
user: What is Camera and Object Motion Solving and how is it used in Blender Python scripting?

assistant: Blender not only supports the solving of camera motion, including tripod shots,
but also the solving of object motion in relation to the motion of the camera.
In addition to that there is the Plane Track, which solves the motion of all markers on one plane.
user: What is Inputs and how is it used in Blender Python scripting?

assistant: Image 1
:   Contains foreground content against the background that is to be removed.

Image 2
:   The reference background image.

Tolerance
:   Where pixels match the reference background to within the specified threshold, the matte is made transparent.

Falloff
:   Increase to make nearby pixels partially transparent producing a smoother blend along the edges.
user: Provide the full official documentation entry for Troubleshooting Linux – Other GPU, preserving all code examples.

assistant: # Troubleshooting Linux – Other GPU

Blender uses OpenGL for the 3D Viewport and user interface. The graphics processing unit (GPU) and driver have a big
impact on Blender’s behavior and performance.

This section lists possible solutions for graphics glitches, problems with EEVEE and Cycles, and crashes related to
your GPU.
user: How do I use Vector Display in Blender? Include parameters, examples, warnings and best practices.

assistant: Visualization options for the vector fields.

Display As
:   Streamlines:
    :   Choose to display the vectors as “Streamlines”.

    Needle:
    :   Choose to display the vectors as “Needles”.

    MAC Grid:
    :   Choose to display the vector field as “Marker-And-Cell Grid”.

> Mac Grid X, Y, Z Mac Grid
> :   Show an individual X/Y/Z component of the MAC grid.

Magnitude Streamlines or Needle Only
:   Scale the display vectors by the magnitude of the vectors they represent.

Field
:   The vector field represented by the display vectors (e.g. fluid velocity, external forces).

Scale
:   Scale the vectors by this size in the viewport.
user: How do I use NodesModifierWarning(bpy_struct) in Blender? Include parameters, examples, warnings and best practices.

assistant: # NodesModifierWarning(bpy_struct)

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

*class* bpy.types.NodesModifierWarning(*bpy_struct*)
:   Warning created during evaluation of a geometry nodes modifier

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

    type
    :   Type:
        :   enum in [Node Warning Type Items](bpy_types_enum_items/node_warning_type_items.html#rna-enum-node-warning-type-items), default `'ERROR'`, (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](#bpy.types.NodesModifierWarning.type "bpy.types.NodesModifierWarning.type")
user: Give a detailed overview of Subtract Strip: syntax, arguments, return values, common patterns.

assistant: # Subtract Strip

This effect takes away one strip’s color from the second.

Make a negative of an image using this effect,
or switch the order of the strips and just darken the strip.
Subtracting a hue of blue from a white image will make it yellow,
since red and green make yellow.
user: Explain Relations in complete detail according to the official Blender documentation.

assistant: Parent
:   Select a Parent object to manipulate the layer.
    The layer will inherit the transformations of the parent,
    this is especially useful when rigging for cut-out animation.

Pass Index
:   The layer index number can be used with some modifiers to restrict changes to only certain areas.

    See [Modifiers](../modifiers/introduction.xhtml) for more information.

View Layer
:   Defines the View Layer to use for the Grease Pencil layer.
    If empty, the layer will be included in all View Layers.
    This is useful to separate drawings parts for [compositing](../../compositing/introduction.xhtml).

Use Masks in Render
:   If disabled, no masks on the layer are included in the view layer render.
user: Show practical ways to work with Add-ons in a Blender add-on or script – include code.

assistant: - 3D View
- Add Curve
- Add Mesh
- Animation
- Bake
- Camera
- Compositing
- Development
- Game Engine
- Geometry Nodes
- Grease Pencil
- Import-Export
- Lighting
- Material
- Modeling
- Mesh
- Node
- Object
- Paint
- Pipeline
- Physics
- Render
- Rigging
- Scene
- Sculpt
- Sequencer
- System
- Text Editor
- Tracking
- User Interface
- UV
user: What is Inputs and how is it used in Blender Python scripting?

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

Group ID
:   Value used to group curves together.
    Curves with different Group ID are treated separately.

Mode
:   The type of geometry the output consists of.

    Triangles:
    :   The output is made up of triangles.

    N-gons:
    :   The output is made up of n-gons.
user: Describe Paint Modes from the Blender manual or Python API, including usage steps and snippets.

assistant: - [Sculpt Mode](../../../sculpt_paint/sculpting/index.xhtml)
- [Texture Paint Mode](../../../sculpt_paint/texture_paint/index.xhtml)
- [Vertex Paint Mode](../../../sculpt_paint/vertex_paint/index.xhtml)
- [Weight Paint Mode](../../../sculpt_paint/weight_paint/index.xhtml)
user: Explain Keying Nodes in complete detail according to the official Blender documentation.

assistant: # Keying Nodes

These nodes give you the essential tools for creating a [Matte](../../../glossary/index.xhtml#term-Matte) for images
that do not already have their own [Alpha Channel](../../../glossary/index.xhtml#term-Alpha-Channel).
One usage scenario is blue-screen or green-screen footage,
where live action is shot in front of a blue or green backdrop for replacement by
a matte painting or virtual background.

In general, hook up these nodes to a viewer, set your Image Editor to show the Viewer node,
and play with the sliders in real-time using a sample image from the footage,
to get the settings right. In some cases,
small adjustments can eliminate artifacts or foreground image degradation.
Taking out too much green can result in foreground actors looking flat or bluish/purplish.

You can and should chain these nodes together,
improving your masking and color correction in successive refinements,
using each node’s strengths to operate on the previous node’s output.
[Keying Node](keying.xhtml) is the closest to a “does-it-all” node
for green screens, but the best results stem from a combination of techniques.
user: How do I use FunctionNodeRandomValue(FunctionNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # FunctionNodeRandomValue(FunctionNode)

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

*class* bpy.types.FunctionNodeRandomValue(*FunctionNode*)
:   Output a randomized value

    data_type
    :   Type of data stored in attribute

        Type:
        :   enum in [Attribute Type Items](bpy_types_enum_items/attribute_type_items.html#rna-enum-attribute-type-items), default `'FLOAT'`

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # Viewport Display

The Display Panel controls how particles are displayed in the 3D Viewport.
This does not necessarily determine how they will appear when rendered.

Display As
:   None
    :   The particles are not shown in the 3D Viewport and are not rendered.
        The emitter may be rendered though.

    Rendered
    :   Particles are displayed the way they are rendered.

    Point
    :   Particles are displayed as square points.
        Their size is independent of the distance from the camera.

    Circle
    :   Particles are displayed as circles that face the view.
        Their size is independent of the distance from the camera.

    Cross
    :   Particles are displayed as 6-point crosses that align to the rotation of the particles.
        Their size is independent of the distance from the camera.

    Axis
    :   Particles are displayed as 3-point axes.
        This is useful if you want to see the orientation and rotation of particles in the viewport.
        Increase the *Display Size* until you can clearly distinguish the axis.

Color
:   The Color Menu allows you to display particle’s color according to certain particle properties.

    None
    :   Particles are black.

    Material
    :   Particles are colored according to the material they are given.

    Velocity
    :   Color particles according to their speed.
        The color is a ramp from blue to green to red, Blue being the slowest,
        and Red being velocities approaching the value of *Max* or above.
        Increasing *Max* allows for a wider range of particle velocities.

    Acceleration
    :   Color particles according to their acceleration.

Amount
:   Specifies the percentage of all particles to show in the viewport (all particles are still rendered).

Show Emitter
:   Make instancer visible in viewport.
user: Give a detailed overview of Object Collisions: syntax, arguments, return values, common patterns.

assistant: If the cloth object needs to be deflected by some other object. To deflect a cloth,
the object must be enabled as an object that collides with the cloth object.
To enable objects to collide with cloth objects enable
[collision physics](../../collision.xhtml#physics-collision-soft-bodt-cloth)
for the collider object (not on the cloth object).

Distance
:   The distance another object must get to the cloth for
    the simulation to repel the cloth out of the way.
    Smaller values might give errors but gives some speed-up while
    larger will give unrealistic results if too large and can be slow.
    It is best to find a good in between value.

Impulse Clamping
:   Prevents explosions in tight and complicated collision situations
    by restricting the amount of movement after a collision.

Vertex Group
:   Faces that have all vertices assigned to this
    [Vertex Group](../../../modeling/meshes/properties/vertex_groups/index.xhtml) are excluded from collision with objects.

Collision Collection
:   Only objects that are a part of this [Collection](../../../scene_layout/collections/index.xhtml)
    can collide with the cloth. Note that these objects must also have Collision physics enabled.
user: Provide the full official documentation entry for References, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`Curve.materials`](bpy.types.Curve.html#bpy.types.Curve.materials "bpy.types.Curve.materials") - [`Curves.materials`](bpy.types.Curves.html#bpy.types.Curves.materials "bpy.types.Curves.materials") - [`GreasePencil.materials`](bpy.types.GreasePencil.html#bpy.types.GreasePencil.materials "bpy.types.GreasePencil.materials") - [`Mesh.materials`](bpy.types.Mesh.html#bpy.types.Mesh.materials "bpy.types.Mesh.materials") | - [`MetaBall.materials`](bpy.types.MetaBall.html#bpy.types.MetaBall.materials "bpy.types.MetaBall.materials") - [`PointCloud.materials`](bpy.types.PointCloud.html#bpy.types.PointCloud.materials "bpy.types.PointCloud.materials") - [`Volume.materials`](bpy.types.Volume.html#bpy.types.Volume.materials "bpy.types.Volume.materials") |
user: What is Options and how is it used in Blender Python scripting?

assistant: As the modifier is only a container its actual options can be configured in the *Physics Properties* tab.
See the [Cloth Physics Properties](../../../physics/cloth/settings/index.xhtml) for more information.
user: Show practical ways to work with Scripts in Blend-Files in a Blender add-on or script – include code.

assistant: ### Auto Execution

Here are the different ways blend-files may automatically run scripts.

Registered Text-Blocks
:   A text data-block can have its *Register* option enabled which means it will load on start.

Animation Drivers
:   Python expressions can be used to *Drive* values and are often used in more advanced rigs and animations.

### Manual Execution

There are other ways scripts in a blend-file may execute that require user
interaction (therefore will run even when auto execution is off),
but you should be aware that this is the case since it is not necessarily obvious.

- Running a script in the Text editor.
- Rendering with Freestyle, because Freestyle uses scripts to control line styles.
user: How do I use Cache in Blender? Include parameters, examples, warnings and best practices.

assistant: # Cache

Soft Body physics simulations use a unified system for caching and baking.
See [Particle Cache](../../particles/emitter/cache.html) and
[General Baking](../../baking.html) documentation for reference.
user: Show practical ways to work with Add-ons in a Blender add-on or script – include code.

assistant: # Add-ons

The Add-ons section lets you manage secondary scripts, called “Add-ons” that extends Blender’s functionality.
Most of the time you can get add-ons as part of the [Extensions](../../advanced/extensions/index.html#extensions-index) system.

In this section you can search, install, enable and disable Add-ons.

[image reference removed]

Blender Preferences Add-ons section.
user: Give a detailed overview of Motionpath Range Items: syntax, arguments, return values, common patterns.

assistant: # Motionpath Range Items

KEYS_ALL:
:   All Keys.

    From the first keyframe to the last.

KEYS_SELECTED:
:   Selected Keys.

    From the first selected keyframe to the last.

SCENE:
:   Scene Frame Range.

    The entire Scene / Preview range.

MANUAL:
:   Manual Range.

    Manually determined frame range.
user: Explain Properties in complete detail according to the official Blender documentation.

assistant: Rounding Mode
:   Round:
    :   Outputs the closest integer to Float, rounding either up or down based on the value.

    Floor:
    :   Outputs the closest integer less than Float, always rounding down.

    Ceiling:
    :   Outputs the closest integer greater than Float, always rounding up.

    Truncate:
    :   Outputs the closest integer between Float and zero. For positive numbers, acts like Floor.
        For negative numbers, acts as Ceiling.
user: Give a detailed overview of Common Problems: syntax, arguments, return values, common patterns.

assistant: ### Unsupported Graphics Driver Error

This means your graphics card and driver do not have the minimum required OpenGL 3.3 version needed by Blender.

Installing the latest version of the correct driver can help upgrade the OpenGL version, though some graphics cards
are simply too old to run the latest Blender. In such cases, using Blender 2.79 or earlier is the only option.
Starting with Blender 2.8 (which added EEVEE), there is less support for older graphics hardware.

### Crash on Startup

Try running Blender from the [command line](../../../advanced/command_line/index.xhtml), to see if any helpful error messages
are printed.

On Windows, graphics drivers can sometimes get corrupted or incorrectly replaced by Windows Update. In this case, it
can help to uninstall all graphics drivers (there may be multiple sets installed from Intel, AMD and NVIDIA) and
perform a clean installation with drivers from the manufacturer’s website.

### Poor Performance

- Update your graphics drivers (see above).
- On laptops, make sure you are using a dedicated GPU (see above).
- Try lowering quality settings in Preferences ‣ System ‣ Memory & Limits.
- Try undoing settings in your graphics drivers, if you made any changes there.

### Render Errors

See [EEVEE](../../../render/eevee/limitations/index.xhtml) and [Cycles](../../../render/cycles/gpu_rendering.xhtml) documentation
respectively.

### Wrong Selection in 3D Viewport

See [Invalid Selection, Disable Anti-Aliasing](../../3d_view.xhtml#troubleshooting-3dview-invalid-selection).

### Virtual Machines

Running Blender inside a virtual machine is known to have problems when OpenGL drawing calls are forwarded to the host
operating system.

To resolve this, configure the system to use PCI passthrough.

Some VM hosts may require turning on GPU paravirtualization. Some GPU vendors restrict this function to higher-priced
cards or models.
user: How do I use Offset Corner in Face Node in Blender? Include parameters, examples, warnings and best practices.

assistant: # Offset Corner in Face Node

[image reference removed]

Retrieves another corner in the same face as the input corner.
This is like “rotating” the input corner around in its face.

Conceptually the operation is similar to the
[Offset Point in Curve Node](../../curve/topology/offset_point_in_curve.xhtml).
user: Describe Snap from the Blender manual or Python API, including usage steps and snippets.

assistant: Apart from using the snapping operators in this menu, you can also turn on
[snapping](../introduction.xhtml#bpy-types-toolsettings-use-snap-anim) in the header.

Selection to Current Frame
:   Set the selected keyframes’ time to the current frame.

Selection to Cursor Value
:   Set the selected keyframes’ value to that of the [2D Cursor](../introduction.xhtml#graph-editor-2d-cursor).

Selection to Nearest Frame
:   Round the time of each keyframe to the nearest frame.

Selection to Nearest Second
:   Round the time of each keyframe to the nearest second.
    You can use [Use Timecode](../introduction.xhtml#bpy-types-spacegrapheditor-show-seconds)
    to show seconds instead of frames at the top of the editor.

Selection to Nearest Marker
:   Set the time of each keyframe to that of the nearest [marker](../../../animation/markers.xhtml).

Flatten Handles
:   Flatten the *Bézier* handles for the selected keyframes.

    Flatten Handles snapping example.

    |  |  |
    | --- | --- |
    | ../../../_images/editors_graph-editor_fcurves_editing_flatten-handles-1.png   Before Flatten Handles. | ../../../_images/editors_graph-editor_fcurves_editing_flatten-handles-2.png   After Flatten Handles. |

Equalize Handles
:   Ensure selected keyframes’ handles have equal length.

    Side
    :   Which handles to affect (left, right, or both).

    Handle Length
    :   Length to make selected keyframes’ Bézier handles.

    Flatten
    :   Make the values of the handles the same as their respective keyframes.

Cursor to Selected `Ctrl`-`G`
:   Changes the time and value of the 2D Cursor to the average time and value of the selected keyframes.

Cursor Value to Selection
:   Changes the value of the 2D Cursor to the average value of the selected keyframes.
user: What is Installing from Steam and how is it used in Blender Python scripting?

assistant: # Installing from Steam

Steam is a software distribution platform. Blender can be downloaded and updated using the Steam client by following
the steps described below on Linux, macOS, or Windows.

Download and install the [Steam client](https://store.steampowered.com/) for your operating system.

Once it is installed, open the client and login to your Steam account, or create an account if you don’t already have
one. After logging in, navigate to the *Store* tab, search for “Blender”, and press the green **Install** button.
Blender should now be available in the *Library* tab of the Steam client, where it can be launched. Optionally, a
shortcut can be added to your desktop by right-clicking on it in your library list.
user: What is Properties and how is it used in Blender Python scripting?

assistant: Subsurface Method
:   Rendering method to simulate subsurface scattering.

    Christensen-Burley:
    :   An approximation to physically-based volume scattering.
        This method is less accurate than *Random Walk* however,
        in some situations this method will resolve noise faster.

    Random Walk (Fixed Radius):
    :   Provides accurate results for thin and curved objects.
        Random Walk uses true volumetric scattering inside the mesh,
        which means that it works best for closed meshes.
        Overlapping faces and holes in the mesh can cause problems.

    Random Walk:
    :   Behaves similarly to *Random Walk (Fixed Radius)* but modulates
        the *Radius* based on the *Color*, *Anisotropy*, and *IOR*.
        This method thereby attempts to retain greater surface detail and color
        than *Random Walk (Fixed Radius)*.
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: By default, the node has no input sockets.
Sockets appear when outputs are defined for the node group in the *Group* tab of the sidebar
(or when dragging a connection onto the blank socket area).

Each input corresponds to a group output socket that can be exposed to the parent node tree.
user: Show practical ways to work with GeometryNodeScaleElements(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeScaleElements(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.GeometryNodeScaleElements(*GeometryNode*)
:   Scale groups of connected edges and faces

    domain
    :   Element type to transform

        - `FACE`
          Face – Scale individual faces or neighboring face islands.
        - `EDGE`
          Edge – Scale individual edges or neighboring edge islands.

        Type:
        :   enum in [`'FACE'`, `'EDGE'`], default `'FACE'`

    *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: Provide the full official documentation entry for Playback Context, preserving all code examples.

assistant: Since the Sequencer Scene can be different from the active scene, playback is contextual,
meaning that depending on where playback is started, a different scene might be playing.

Playing back the scene from the Sequencer plays the Sequencer Scene.
All other editors play back the active scene in the window.
user: Provide the full official documentation entry for CPU Rendering, preserving all code examples.

assistant: Being a rasterization engine, EEVEE only uses the power of
the GPU to render.
There is no plan to support CPU (software) rendering
as it would be very inefficient. CPU power is still needed to handle high scene complexity
as the geometry must be prepared by the CPU before rendering each frame.
user: Show practical ways to work with Bpy.Types.Compositornodeoutputfile in a Blender add-on or script – include code.

assistant: s
user: Give a detailed overview of Usage: syntax, arguments, return values, common patterns.

assistant: Extrude Point
:   `LMB` click to add a new point connected to the currently selected point.
    The new point will have [handle type](../../curves/structure.html#curve-bezier-handle-type) of *Vector*.
    `Shift`-`LMB` click will add point as type *Auto*.
    However, the handle type switches to *Align* when handles are moved (See *Move Point*).

Delete Point
:   `Ctrl`-`LMB` click on an existing point to delete it.

Insert Point
:   `Ctrl`-`LMB` click on a [Curve Segment](../../../glossary/index.html#term-Curve-Segment) to insert a new control point between the two
    adjacent control points. `Ctrl`-`LMB` click and drag to control the handles of the inserted points.

Move Segment
:   `LMB` drag on a segment in between two control points to adjust the handles, changing the shape of the
    curve without affecting the location of any control points.

Select Point
:   `LMB` click to select a single point or handle at a time.

Move Point
:   `LMB` drag to move existing points or handles. With an endpoint of a stroke selected,
    click and drag on empty space to *Extrude Point* and move the handle at the same time.

Close Stroke
:   Make the stroke [Cyclic](../../../glossary/index.html#term-Cyclic) by clicking the endpoints.

Cycle Handle Type
:   Double `LMB` click on the control point to cycle through all handle types.
user: What is Tool Settings and how is it used in Blender Python scripting?

assistant: Visibility Area
:   Determines whether all vertices inside or outside the selected area should be affected.

    Inside:
    :   All vertices and connected elements inside the selection area will be hidden.

    Outside:
    :   All vertices and connected elements outside the selection area will be hidden.
user: Explain Shaders in complete detail according to the official Blender documentation.

assistant: An important concept to understand when building node setups is
that of the *shader socket*. The output of all surface and
volume shaders is a shader, describing lighting interaction at the surface or of the volume,
rather than the color of the surface.

There are a few types of shaders available as nodes:

BSDF shader
:   Describe light reflection, refraction and absorption at an object surface.

Emission shader
:   Describe light emission at an object surface or in a volume.

Volume shader
:   Describe light scattering inside a volume.

Background shader
:   Describe light emission from the environment.

Each shader node has a color input, and outputs a shader.
These can then be mixed and added together using Mix and Add Shader nodes.
No other operations are permitted.
The resulting output can then be used by the renderer to compute all light interactions,
for direct lighting or global illumination.
user: Provide the full official documentation entry for SequencerTonemapModifierData(StripModifier), preserving all code examples.

assistant: # SequencerTonemapModifierData(StripModifier)

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

*class* bpy.types.SequencerTonemapModifierData(*StripModifier*)
:   Tone mapping modifier

    adaptation
    :   If 0, global; if 1, based on pixel intensity

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

    contrast
    :   Set to 0 to use estimate from input image

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

    correction
    :   If 0, same for all channels; if 1, each independent

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

    gamma
    :   If not used, set to 1

        Type:
        :   float in [0.001, 3], default 0.0

    intensity
    :   If less than zero, darkens image; otherwise, makes it brighter

        Type:
        :   float in [-8, 8], default 0.0

    key
    :   The value the average luminance is mapped to

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

    offset
    :   Normally always 1, but can be used as an extra control to alter the brightness curve

        Type:
        :   float in [0.001, 10], default 0.0

    open_mask_input_panel
    :   Type:
        :   boolean, default False

    tonemap_type
    :   Tone mapping algorithm

        Type:
        :   enum in [`'RD_PHOTORECEPTOR'`, `'RH_SIMPLE'`], default `'RH_SIMPLE'`

    *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 Common Modifier Options in a Blender add-on or script – include code.

assistant: # Common Modifier Options

Some options are commonly used by many modifiers, and share the same behavior across all of those.
In particular, many offer ways to precisely mask and weight their effect on a vertex basis
(using either vertex groups and/or textures).
user: Give a detailed overview of Lattice Operators: syntax, arguments, return values, common patterns.

assistant: # Lattice Operators

bpy.ops.lattice.flip(*\**, *axis='U'*)
:   Mirror all control points without inverting the lattice deform

    Parameters:
    :   **axis** (enum in [`'U'`, `'V'`, `'W'`], (optional)) – Flip Axis, Coordinates along this axis get flipped

bpy.ops.lattice.make_regular()
:   Set UVW control points a uniform distance apart

bpy.ops.lattice.select_all(*\**, *action='TOGGLE'*)
:   Change selection of all UVW control points

    Parameters:
    :   **action** (enum in [`'TOGGLE'`, `'SELECT'`, `'DESELECT'`, `'INVERT'`], (optional)) –

        Action, Selection action to execute

        - `TOGGLE`
          Toggle – Toggle selection for all elements.
        - `SELECT`
          Select – Select all elements.
        - `DESELECT`
          Deselect – Deselect all elements.
        - `INVERT`
          Invert – Invert selection of all elements.

bpy.ops.lattice.select_less()
:   Deselect vertices at the boundary of each selection region

bpy.ops.lattice.select_mirror(*\**, *axis={'X'}*, *extend=False*)
:   Select mirrored lattice points

    Parameters:
    :   - **axis** (enum set in [Axis Flag Xyz Items](bpy_types_enum_items/axis_flag_xyz_items.html#rna-enum-axis-flag-xyz-items), (optional)) – Axis
        - **extend** (*boolean**,* *(**optional**)*) – Extend, Extend the selection

bpy.ops.lattice.select_more()
:   Select vertex directly linked to already selected ones

bpy.ops.lattice.select_random(*\**, *ratio=0.5*, *seed=0*, *action='SELECT'*)
:   Randomly select UVW control points

    Parameters:
    :   - **ratio** (*float in* *[**0**,* *1**]**,* *(**optional**)*) – Ratio, Portion of items to select randomly
        - **seed** (*int in* *[**0**,* *inf**]**,* *(**optional**)*) – Random Seed, Seed for the random number generator
        - **action** (enum in [`'SELECT'`, `'DESELECT'`], (optional)) –

          Action, Selection action to execute

          - `SELECT`
            Select – Select all elements.
          - `DESELECT`
            Deselect – Deselect all elements.

bpy.ops.lattice.select_ungrouped(*\**, *extend=False*)
:   Select vertices without a group

    Parameters:
    :   **extend** (*boolean**,* *(**optional**)*) – Extend, Extend the selection
user: Provide the full official documentation entry for Inherited Properties, preserving all code examples.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`FModifier.name`](bpy.types.FModifier.html#bpy.types.FModifier.name "bpy.types.FModifier.name") - [`FModifier.type`](bpy.types.FModifier.html#bpy.types.FModifier.type "bpy.types.FModifier.type") - [`FModifier.show_expanded`](bpy.types.FModifier.html#bpy.types.FModifier.show_expanded "bpy.types.FModifier.show_expanded") - [`FModifier.mute`](bpy.types.FModifier.html#bpy.types.FModifier.mute "bpy.types.FModifier.mute") - [`FModifier.is_valid`](bpy.types.FModifier.html#bpy.types.FModifier.is_valid "bpy.types.FModifier.is_valid") - [`FModifier.active`](bpy.types.FModifier.html#bpy.types.FModifier.active "bpy.types.FModifier.active") | - [`FModifier.use_restricted_range`](bpy.types.FModifier.html#bpy.types.FModifier.use_restricted_range "bpy.types.FModifier.use_restricted_range") - [`FModifier.frame_start`](bpy.types.FModifier.html#bpy.types.FModifier.frame_start "bpy.types.FModifier.frame_start") - [`FModifier.frame_end`](bpy.types.FModifier.html#bpy.types.FModifier.frame_end "bpy.types.FModifier.frame_end") - [`FModifier.blend_in`](bpy.types.FModifier.html#bpy.types.FModifier.blend_in "bpy.types.FModifier.blend_in") - [`FModifier.blend_out`](bpy.types.FModifier.html#bpy.types.FModifier.blend_out "bpy.types.FModifier.blend_out") - [`FModifier.use_influence`](bpy.types.FModifier.html#bpy.types.FModifier.use_influence "bpy.types.FModifier.use_influence") - [`FModifier.influence`](bpy.types.FModifier.html#bpy.types.FModifier.influence "bpy.types.FModifier.influence") |
user: Describe Format String Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Format String Node

[image reference removed]

The *Format String* node inserts values into a string using either a Python compatible
string format syntax or [Blender’s format specifier](../../../../files/file_paths.html#files-path-templates-specifiers) syntax.

This node simplifies string construction, allowing values to be combined
and formatted without converting numbers to strings or using multiple concatenate nodes.
user: What is Footer and how is it used in Blender Python scripting?

assistant: Some editors show a bar (on top/bottom of the editor area)
that displays information about for example the active tool or operator.

In animation editors, the footer contains controls and options related to playback, keying, auto keyframing, and
transport.

These settings allow you to:

- Control how animations are previewed and synchronized with audio.
- Insert and manage keyframes through keying sets and auto keying.
- Navigate the timeline using playback and transport controls.
- Adjust frame ranges and preview specific segments of the animation.
user: How do I use Effects in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Effects panel.

This is a special feature for “Paint” type surface.
It generates animated movement on canvas surface.

Effects
:   Spread
    :   Paint slowly spreads to surrounding points eventually filling all connected areas.

    Drip
    :   Paint moves in specific direction specified by Blender force fields,
        gravity and velocity with user-defined influences.

    Shrink
    :   Painted area slowly shrinks until disappears completely.

For spread and drip effects, only “wet paint” is affected, so as the paint dries,
movement becomes slower until it stops.
user: Show practical ways to work with IDOverrideLibraryProperties(bpy_struct) in a Blender add-on or script – include code.

assistant: # IDOverrideLibraryProperties(bpy_struct)

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

*class* bpy.types.IDOverrideLibraryProperties(*bpy_struct*)
:   Collection of override properties

    add(*rna_path*)
    :   Add a property to the override library when it doesn’t exist yet

        Parameters:
        :   **rna_path** (*string**,* *(**never None**)*) – RNA Path, RNA-Path of the property to add

        Returns:
        :   New Property, Newly created override property or existing one

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

    remove(*property*)
    :   Remove and delete a property

        Parameters:
        :   **property** ([`IDOverrideLibraryProperty`](bpy.types.IDOverrideLibraryProperty.html#bpy.types.IDOverrideLibraryProperty "bpy.types.IDOverrideLibraryProperty")) – Property, Override property to be deleted

    *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 Spatial Noise, preserving all code examples.

assistant: # Spatial Noise

The *Spatial Noise* modifier adds some spatial noise to the stroke.
Spatial noise displacements are added in the normal direction
(i.e. the direction perpendicular to the tangent line) evaluated at each stroke vertex.

Amplitude
:   How much the noise distorts the stroke.

Scale
:   How wide the noise is along the stroke.

Octaves
:   The level of detail of the noise.

Smooth
:   When enabled, apply some smoothing over the generated noise.

Pure Random
:   When disabled, the next generated random value depends on the previous one;
    otherwise they are completely independent. Disabling this setting gives a more “consistent” noise along a stroke.
user: Show practical ways to work with Move/Scale Texture Space in a Blender add-on or script – include code.

assistant: # Move/Scale Texture Space

The Move/Scale Texture Space tool transforms the [Texture Space](../../../../modeling/meshes/uv/uv_texture_spaces.html#properties-texture-space)
of the object, instead of the object or element itself.