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

assistant: # Volumes

EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum.

To achieve this, EEVEE uses several 3D textures which have a high video memory usage.
The texture dimensions can be tweaked using the *Resolution* and *Steps* parameters.

Resolution
:   Controls the quality of the volumetric effects. Lower resolution increases video memory usage and quality.

Steps
:   Number of steps to compute volumetric effects. Higher count increases video memory usage and quality.
    These samples are distributed along the view depth (view Z axis).

Distribution
:   Blend between linear and exponential sample distribution. Higher values put more samples near the camera.

Max Depth
:   Maximum surface intersection count used by accurate volume intersection method.
    Will create artifacts if it is exceeded.
user: Show practical ways to work with Extract Face Set in a Blender add-on or script – include code.

assistant: Creates a new mesh based on the selected face set.
Once the operator is initiated, hover over the face set and `LMB` to create the new mesh.
After the operator is finished the new mesh will be selected in Object Mode.
user: How do I use CompositorNodeZcombine(CompositorNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # CompositorNodeZcombine(CompositorNode)

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

*class* bpy.types.CompositorNodeZcombine(*CompositorNode*)
:   Combine two images using depth maps

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

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

    update()

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: After clicking “Edit this page,” you will see the current page source in a text editing area.
Blender’s documentation is written using reStructuredText (RST).

You can now:

- Correct typos or grammar issues.
- Add missing details or improve explanations.
user: Give a detailed overview of Using Custom Cameras: syntax, arguments, return values, common patterns.

assistant: In order to use a custom camera, set the [lens type](../../cameras.xhtml#camera-lens-type) to Custom.

This enables the selection of a text data-block or external file, similar to the
[Script node](../../shader_nodes/utilities/script.xhtml#bpy-types-shadernodescript) in shaders.

If the selected camera shader has parameters, they will be displayed below the Lens panel.
user: How do I use Inputs in Blender? Include parameters, examples, warnings and best practices.

assistant: The inputs of the node are dynamic. Some inputs are only available in certain operations.
For instance, the *Scale* input is only available in the *Scale* operator.

Vector
:   Input vector \(A = \begin{pmatrix} A_x \\ A_y \\ A_z \end{pmatrix}\).

Vector
:   Input vector \(B = \begin{pmatrix} B_x \\ B_y \\ B_z \end{pmatrix}\).

Scale
:   Input Scale \(s\).
user: Give a detailed overview of Baking: syntax, arguments, return values, common patterns.

assistant: Bake
:   Start baking.
    Blender will become unresponsive during most baking operations.
    The cursor will display as a number representing the progress of the baking.
    You need to be in Object Mode to bake.

Delete Bake
:   Mark the baked cache as temporary. The data will still exist,
    but will be removed with the next object modification and frame change.
    This button is only available when the physics system has been baked.

Calculate to Frame
:   Bake only up to the current frame. Limited by *End* frame set in the cache settings.

Current Cache to Bake
:   Store any temporarily cached simulation data as a bake.
    Note that playing the animation will try to simulate any visible physics simulations.
    Depending on the physics type, this data may be temporarily cached.
    Normally such temporary caches are cleared when an object or setting is
    modified, but converting it to a bake will “save” it.

Bake All Dynamics
:   Bake all physics systems in the scene, even those of different types.
    Useful for baking complex setups involving interactions between different physics types.

    See [Bake](#physics-bake).

Delete All Bakes
:   Delete bakes of all physics systems in the scene, even those of different types.

    See [Delete Bake](#delete-physics-bake) for more information.

Update All to Frame
:   Bake all physics systems in the scene to the current frame.

    See [Calculate To Frame](#calc-physics-bake-to-frame).
user: Describe Image Buffer (imbuf) from the Blender manual or Python API, including usage steps and snippets.

assistant: # Image Buffer (imbuf)

This module provides access to Blender’s image manipulation API.

It provides access to image buffers outside of Blender’s
[`bpy.types.Image`](bpy.types.Image.html#bpy.types.Image "bpy.types.Image") data-block context.

imbuf.load(*filepath*)
:   Load an image from a file.

    Parameters:
    :   **filepath** (*str* *|* *bytes*) – the filepath of the image.

    Returns:
    :   the newly loaded image.

    Return type:
    :   `ImBuf`

imbuf.load_from_buffer(*buffer*)
:   Load an image from a buffer.

    Parameters:
    :   **buffer** (*collections.abc.Buffer*) – A buffer containing the image data.

    Returns:
    :   the newly loaded image.

    Return type:
    :   `ImBuf`

imbuf.new(*size*)
:   Load a new image.

    Parameters:
    :   **size** (*tuple**[**int**,* *int**]*) – The size of the image in pixels.

    Returns:
    :   the newly loaded image.

    Return type:
    :   `ImBuf`

imbuf.write(*image*, *\**, *filepath=image.filepath*)
:   Write an image.

    Parameters:
    :   - **image** (`ImBuf`) – the image to write.
        - **filepath** (*str* *|* *bytes* *|* *None*) – Optional filepath of the image (fallback to the images file path).
user: What is Crease and how is it used in Blender Python scripting?

assistant: # Crease

Create sharp indents or ridges by pushing or pulling the mesh, while pinching the vertices together.

Crease can also be used to sharpen and polish existing creases.
Enable pressure sensitivity on Strength to regulate the add/subtract effect while pinching creases.
user: Give a detailed overview of Inherited Properties: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`bpy_struct.id_data`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_data "bpy.types.bpy_struct.id_data") - [`Space.type`](bpy.types.Space.html#bpy.types.Space.type "bpy.types.Space.type") | - [`Space.show_locked_time`](bpy.types.Space.html#bpy.types.Space.show_locked_time "bpy.types.Space.show_locked_time") - [`Space.show_region_header`](bpy.types.Space.html#bpy.types.Space.show_region_header "bpy.types.Space.show_region_header") |
user: What is Bundled Python & Extensions and how is it used in Blender Python scripting?

assistant: The Blender releases distributed from blender.org include a complete Python installation on all platforms,
this has the disadvantage that any extensions you have installed on your system’s Python environment
will not be found by Blender.

There are two ways to work around this:

- Remove Blender Python subdirectory, Blender will then fall back on the system’s Python and use that instead.

  Depending on your platform,
  you may need to explicitly reference the location of your Python installation using
  the `PYTHONPATH` environment variable, e.g:

  ```
  PYTHONPATH=/usr/lib/python3.7 ./blender --python-use-system-env
  ```
- Copy or link the extensions into Blender’s Python subdirectory so Blender can access them,
  you can also copy the entire Python installation into Blender’s subdirectory,
  replacing the one Blender comes with.
  This works as long as the Python versions match and the paths are created in the same relative locations.
  Doing this has the advantage that you can redistribute this bundle to others with Blender
  including any extensions you rely on.
user: What is Interface and how is it used in Blender Python scripting?

assistant: ### Header

Node Tree Sub-Type
:   Geometry Nodes can have multiple contexts depending on the intended function of the node group.
    Changing the context adjusts the user interface to best fit the needs of the selected context.

    Modifier:
    :   Used to create node groups that will be used by the [Geometry Nodes Modifier](../modeling/modifiers/geometry_nodes.xhtml).

    Tool:
    :   Used to create node groups that will be used to create [Node-Based Tools](../modeling/geometry_nodes/tools.xhtml).

View
:   Standard view menu.

Select
:   Menu for [Selecting Nodes](../interface/controls/nodes/selecting.xhtml).

Add
:   Menu for adding new [Geometry Nodes](../modeling/geometry_nodes/index.xhtml).

Node
:   Menu for [Editing Nodes](../interface/controls/nodes/editing.xhtml).

---

Geometry Node Group
:   [Data-Block Menu](../interface/controls/templates/data_block.xhtml) for creating and selecting node groups.

/ Pinned
:   The pin button will keep the current node group selection fixed,
    instead of using the [Active Modifier](../modeling/modifiers/introduction.xhtml#modifier-stack-active).
    When a node group is pinned, it will remain visible in the Geometry Node editor
    even when another object or modifier is selected elsewhere.

---

Parent Node Tree
:   Jumps up a node group level. See [Edit Group](../interface/controls/nodes/groups.xhtml#bpy-ops-node-tree-path-parent) for details.

Snapping
:   Snapping options. See [Arranging Nodes](../interface/controls/nodes/arranging.xhtml) for details.

Overlays
:   See [Overlays](../interface/controls/nodes/node_editors.xhtml#bpy-types-spacenodeoverlay-show-overlays).

### Toolbar

Select
:   See [Selecting Nodes](../interface/controls/nodes/selecting.xhtml).

Annotate
:   See [Annotations](../interface/annotate_tool.xhtml).

Links Cut
:   See [Cut Links](../interface/controls/nodes/editing.xhtml#bpy-ops-node-links-cut).

### Sidebar

#### Node

This tab gives access to the active node’s properties.

#### Tool

This tab gives access to the active tool’s settings.

#### View

This tab allows managing annotations.

#### Group

This tab allows you to edit the current node group’s inputs and outputs.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`bpy.context.texture_slot`](bpy.context.html#bpy.context.texture_slot "bpy.context.texture_slot") | - [`UILayout.template_preview`](bpy.types.UILayout.html#bpy.types.UILayout.template_preview "bpy.types.UILayout.template_preview") |
user: Give a detailed overview of Further Options: syntax, arguments, return values, common patterns.

assistant: R, G, B
:   Tracking happens in gray-scale space, so a high contrast between the feature and
    its background yields more accurate tracking.
    In such cases disabling some color channels can help.

Grayscale Preview (B/W)
:   Display the preview image as gray-scale even if all channels are enabled.

Alpha
:   Applies mask defined by an annotation tool in the preview widget.

Weight
:   When several tracks are used for 3D camera reconstruction, it is possible to assign
    a reduced weight to some tracks to control their influence on the solution result.
    This parameter can (and often need to) be animated.

    Altering the weights of problem tracking markers can correct or greatly reduce undesirable jumps
    as feature disappear or become difficult to track.

    Another use of Track Weights is when you want to reconstruct a scene from your camera solution.
    In that case you can first carefully track and solve your scene, and once you are done,
    lock all your markers with `Ctrl`-`L`, set the tracker weight in the Extra Settings of
    the tracker settings to zero and use the feature detection to quickly add lots of markers.
    Now track them and solve the scene again. Since their weight is zero
    they will not influence your solution at all, but you will have lots of good reference points in your scene.

Stabilization Weight
:   While *Weight* parameter is used for 3D reconstruction,
    the *Stabilization Weight* is used to control 2D stabilization.

Custom Color Presets
:   The preset for the *Custom Color*.

Custom Color
:   This setting overrides the default marker color used in the Clip editor and 3D Viewport,
    and it helps to distinguish different type of features
    (for example, features in the background vs. foreground and so on).
    Color also can be used for “grouping” tracks so a whole group of tracks can be selected by
    color using the Select Grouped operator.
user: Give a detailed overview of Monkey: syntax, arguments, return values, common patterns.

assistant: Adds a stylized monkey head mesh named “Suzanne”.
Suzanne is a gift from old NaN to the community and
remains in Blender as a playful “Easter egg” and is widely recognized as Blender’s mascot.

This primitive is commonly used for testing materials, lighting setups, and modifiers such as
[Subdivision Surface](../../glossary/index.xhtml#term-Subdivision-Surface).

It serves a similar purpose to well-known test models like the
[Utah Teapot](https://en.wikipedia.org/wiki/Utah_teapot) or the
[Stanford Bunny](https://en.wikipedia.org/wiki/Stanford_Bunny).

Size
:   Controls the overall scale of the mesh.
user: Provide the full official documentation entry for Notes, preserving all code examples.

assistant: The slightest difference in seed values would result in completely different outputs.
Consequently, bad precision may have significant impact on the output.
Usually, we can mitigate this issue by:

- Eliminating the problematic seed value. If the problematic seed value is constant,
  it should be eliminated by choosing a lower dimension or multiplying it by zero.
- Adding an arbitrary value to the seed. The issue might only happen at certain boundaries,
  like unit boundaries, so simply adding an arbitrary value might solve the issue.
- Taking the absolute value of the seed. In computing, zero may be positive or negative,
  so taking the absolute values unifies the zero into a single value.

|  |  |
| --- | --- |
| ../../../_images/render_shader-nodes_textures_white-noise_issue.png   Precision issue due to signed zeros on the Z axis. | ../../../_images/render_shader-nodes_textures_white-noise_solution1.png   Mitigating the issue by eliminating the Z axis. |
| ../../../_images/render_shader-nodes_textures_white-noise_solution2.png   Mitigating the issue by adding an arbitrary value. | ../../../_images/render_shader-nodes_textures_white-noise_solution3.png   Mitigating the issue by taking the absolute value. |
user: Show practical ways to work with Trim Curve Node in a Blender add-on or script – include code.

assistant: # Trim Curve Node

[image reference removed]

The *Trim Curve* node shortens each spline in the curve by removing sections at
the start and end of each spline.

Bézier splines will still be Bézier splines in the output, with the first and last control point and
its handles moved as necessary to preserve the shape.
NURBS splines will be transformed into poly splines in order to be trimmed.
user: Describe Alpha Convert Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Alpha Convert Node

[image reference removed]

The *Alpha Convert Node* converts the alpha channel format of an image.

For compositing and rendering, [Premultiplied Alpha](../../../glossary/index.html#term-Premultiplied-Alpha) is the standard in Blender.
Render layers will be premultiplied alpha, and images loaded into rendering
or compositing will be converted to this.

If you want to do a compositing operation with straight alpha,
the *Alpha Convert* node can be used. Typically this would be a color correction operation
where it might give better results working on RGB channels without alpha.
If the alpha is converted to straight in the Compositor,
it should be converted back to premultiplied before the *Group Output* node,
otherwise some artifacts might occur.
user: Give a detailed overview of Stitch: syntax, arguments, return values, common patterns.

assistant: The *Stitch* tool, will join selected UVs that share vertices.
You set the tool to limit stitching by distance in the [Adjust Last Operation](../../../interface/undo_redo.xhtml#bpy-ops-screen-redo-last) panel,
by activating *Use Limit* and adjusting the *Limit Distance*.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`BlendImportContextItem.source_libraries`](bpy.types.BlendImportContextItem.html#bpy.types.BlendImportContextItem.source_libraries "bpy.types.BlendImportContextItem.source_libraries") |  |
user: Give a detailed overview of Triangles to Quads: syntax, arguments, return values, common patterns.

assistant: # Triangles to Quads

This operator converts selected triangles into quads by merging adjacent triangles and removing
the shared edge to form a quad, based on a threshold.

It works with a selection of multiple triangles at once.
This means you can select the entire mesh to convert triangles that already form square shapes into quads,
without worrying about individual faces. Alternatively, manually select pairs of faces to guide the
operator to join them as desired (see hint below for more joining options).

To create a quad, the operator requires at least two adjacent triangles. If you have an odd number
of selected triangles, not all triangles may be converted to quads. The operator aims to create the
most even rectangular quads, so some triangles may remain.

|  |  |
| --- | --- |
| <../../../../_images/modeling_meshes_editing_face_triangles-quads_before.png>   Before converting triangles to quads. | <../../../../_images/modeling_meshes_editing_face_triangles-quads_after.png>   After converting triangles to quads. |

Max Angle
:   Controls the threshold for this operator to work on adjacent triangles, with values between 0
    and 180 degrees. At 0.0, only adjacent triangles that form a perfect rectangle are joined
    (i.e. right-angled triangles sharing their hypotenuses). Larger values are required for
    triangles with a shared edge that is small, relative to the size of the other edges of the triangles.

Topology Influence
:   Prioritizes edge joins that create quads with geometry that matches existing quads’ topology.
    Useful for preserving topology, especially in areas with dense or irregular geometry.

Compare UVs
:   Prevents the union of triangles that are not also adjacent in the active UV map.

Compare Color Attributes
:   Prevents the union of triangles that do not have matching
    [Color Attributes](../../properties/object_data.html#modeling-meshes-properties-object-data-color-attributes).

Compare Sharp
:   Prevents the union of triangles that share an edge marked as sharp.

Compare Materials
:   Prevents the union of triangles that do not have the same material assigned.

Deselect Joined
:   Deselects the triangles that were successfully merged into quads during the operation.
    Useful for identifying the remaining triangles that still need to be converted.
user: Explain Mask From Face Sets Boundary in complete detail according to the official Blender documentation.

assistant: Generates a mask based on the face set islands of the mesh. The settings of the operation can be changed
in the [Adjust Last Operation](../../../interface/undo_redo.html) panel.

Mode
:   Choose how the newly created mask is mixed with the existing one. By default it will replace the old mask via
    “Mix”.

Mix Factor
:   The factor of the mix effect. Choose how strong the new mask is applied on the existing one.

Automask Settings
:   The same settings as the [Auto-Masking](../controls.html) settings are applied.

Propagation Steps
:   Same as [Auto-Masking](../controls.html).
user: Explain Keying Set Panel in complete detail according to the official Blender documentation.

assistant: This panel is used to add, select, manage “Absolute Keying Sets”.

[image reference removed]

The Keying Set panel.

Active Keying Set
:   A [List View](../../interface/controls/templates/list_view.xhtml#ui-list-view) of Keying Sets in the active scene.
    Selecting a keying set makes it active

    Add Empty Keying Set
    :   Adds an empty Keying Set.

    Remove Active Keying Set
    :   Removes the active keying set.

Description
:   A short description of the Keying Set.

Export to File
:   Export Keying Set to a Python script `File.py`.
    To re-add the Keying Set from the `File.py`, open then run the `File.py` from the Text Editor.

### Active Keying Set Panel

This panel is used to add properties to the active Keying Set.

[image reference removed]

The Active Keying Set panel.

Paths
:   A collection of paths in a [List View](../../interface/controls/templates/list_view.xhtml#ui-list-view) each with a *Data Path* to a property
    to add to the active Keying Set.

    Add Empty Keying Set Path
    :   Adds an empty path.

    Remove Active Keying Set Path
    :   Removes the selected path.

Target ID-Block
:   Set the ID Type and the *Object IDs* data path for the property.

Data Path
:   Set the rest of the Data Path for the property.

Array All Items
:   Use *All Items* from the Data Path or select the array index for a specific property.

F-Curve Grouping
:   This controls what group to add the channels to.

    Keying Set Name, None, Named Group

### Keyframing Settings

General Override
:   These options control all properties in the Keying Set.
    Note that the same settings in *Preferences* override these settings if enabled.

Active Set Override
:   These options control individual properties in the Keying Set.

Common Settings
:   Needed
    :   Only insert keyframes where they are needed in the relevant F-Curves.

    Visual
    :   Insert keyframes based on the visual transformation.
user: Explain Editing in complete detail according to the official Blender documentation.

assistant: An empty can only be edited in Object Mode, which includes its transformation and parenting properties.
For other tools see the [Object section](../scene_layout/object/index.html).

Apply Scale `Ctrl`-`A`
:   While empties don’t exactly have any object data attached to them which can be used for supporting
    “true” apply scale (i.e. with non-uniform scaling), they do have *Display Size* which controls how
    large the empties are displayed (before scaling). This works by taking the scale factor on the most-scaled axis,
    and combines this with the existing empty *Display Size* to maintain the correct dimensions on that axis.
user: Show practical ways to work with Transform in a Blender add-on or script – include code.

assistant: Standard transformation operators such as **Move**, **Rotate**, and **Scale**
can be used to manipulate selected points within the point cloud.

These operators are useful for repositioning, aligning, or reshaping clusters of points manually.
user: Show practical ways to work with GeometryNodeSDFGridLaplacian(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeSDFGridLaplacian(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.GeometryNodeSDFGridLaplacian(*GeometryNode*)
:   Apply Laplacian flow smoothing to a signed distance field. Computationally efficient alternative to mean curvature flow, ideal when combined with SDF normalization

    *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 GeometryNodeGridDivergence(GeometryNode) in a Blender add-on or script – include code.

assistant: # GeometryNodeGridDivergence(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.GeometryNodeGridDivergence(*GeometryNode*)
:   Calculate the flow into and out of each point of a directional vector grid

    *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 GeometryNodeInputCollection(GeometryNode) from the Blender manual or Python API, including usage steps and snippets.

assistant: # GeometryNodeInputCollection(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.GeometryNodeInputCollection(*GeometryNode*)
:   Output a single collection

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

    *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: Explain Inputs in complete detail according to the official Blender documentation.

assistant: The inputs of the node are dynamic. Some inputs are only available for certain operations.
For instance, the *Addend* input is only available for the *Multiply Add* operator.

Value
:   Input Value. Trigonometric functions read this value as radians.

Addend
:   Input Addend.

Base
:   Input Base.

Exponent
:   Input Exponent.

Epsilon
:   Input Epsilon.

Distance
:   Input Distance.

Min
:   Input Minimum.

Max
:   Input Maximum.

Increment
:   Input Increment.

Scale
:   Input Scale.

Degrees
:   Input Degrees.

Radians
:   Input Radians.
user: Show practical ways to work with Sort Elements in a Blender add-on or script – include code.

assistant: # Sort Elements

This tool (available from the context menu, *Vertices*, *Edges* and *Faces* menus)
allows you to reorder the matching selected mesh elements, following various methods.
Note that when called from the context menu,
the affected element types are the same as the active select modes.

View Z Axis
:   Sort along the active view’s Z axis, from farthest to nearest by default
    (use *Reverse* if you want it the other way).

View X Axis
:   Sort along the active view’s X axis, from left to right by default (again, there is the *Reverse* option).

Cursor Distance
:   Sort from nearest to farthest away from the 3D cursor position (*Reverse* also available).

Material
:   Sort faces, and faces only, from those having the lowest material’s index to those having the highest.
    Order of faces inside each of those “material groups” remains unchanged.
    Note that the *Reverse* option only reverses the order of the materials,
    *not* the order of the faces inside them.

Selected
:   Move all selected elements to the beginning (or end, if *Reverse* enabled),
    without affecting their relative orders.
    Warning: This option will also affect **unselected** elements’ indices!

Randomize
:   Randomizes indices of selected elements (*without* affecting those of unselected ones).
    The seed option allows you to get another randomization –
    the same seed over the same mesh or set of selected elements will always give the same result!

Reverse
:   Simply reverse the order of the selected elements.
user: Show practical ways to work with Navigation in a Blender add-on or script – include code.

assistant: ### Lost in Space

When navigating your scene, you may accidentally navigate away from your scene and find yourself with a blank
viewport. There are two ways to fix this:

1. Select an object in the [Outliner](../editors/outliner/index.html), then zoom to that object with
   View ‣ Frame Selected or `NumpadPeriod`.
2. Use `Home` to fit all objects into the 3D Viewport.

### Invisible Limit Zooming In

Sometimes, when navigating, you may be trying to zoom in but it seems that you have hit a limit to how far you can
zoom. This is because Blender uses a central point to orbit around.

In practice, this is good for modeling an object which you rotate many times to see it from all sides (like a potter
using a wheel). However, this makes it awkward to explore a scene or model an object from the ‘inside’, for example.

#### Solutions

- Use [View Dolly](../editors/3dview/navigate/navigation.html#bpy-ops-view3d-dolly).
- Use [Walk/Fly Navigation](../editors/3dview/navigate/walk_fly.html#dview-fly-walk).
- Use [Auto Depth](../editors/preferences/navigation.html#bpy-types-preferencesinput-use-mouse-depth-navigate) and [Zoom to Mouse Position](../editors/preferences/navigation.html#bpy-types-preferencesinput-use-zoom-to-mouse). These tools will make sure the distance is always the value under
  the mouse cursor.
- Use [Zoom Region](../editors/3dview/navigate/navigation.html#bpy-ops-view3d-zoom-border) as it also resets the center point when zooming.
- Center the view around the mouse cursor `Alt`-`MMB`. This will take the position under the cursor and make it
  your viewpoint center.
- Use an NDOF, also known as a 3D mouse, see [configuring peripherals](../getting_started/configuration/hardware.html#hardware-ndof) for more information.
user: What is Using Blender From The Command Line and how is it used in Blender Python scripting?

assistant: # Using Blender From The Command Line

The *Console Window*, also called a *Terminal*, is an operating system text window that displays
messages about Blender’s operations, status, and internal errors.

When Blender is manually started from a terminal,
Blender output is shown in the *Console Window* it is started from.

Use Cases:

- For [rendering animation](render.xhtml#command-line-render).
- For automation and batch processing which require launching Blender
  with different [arguments](arguments.xhtml#command-line-args).
- For Python development, to see the output of the `print()` function.
- If Blender exits unexpectedly, the messages may indicate the cause or error.
- When troubleshooting, to see the output of `--debug` messages.

See: [Launching from the Command Line](launch/index.xhtml#command-line-launch-index)
for specific instructions on launching Blender from the command line.
user: Give a detailed overview of Properties: syntax, arguments, return values, common patterns.

assistant: Operation
:   The boolean operation to perform between the input SDF grids:

    Intersect:
    :   Keeps only the overlapping region of the two grids where both contain
        interior (negative) values.

    Union:
    :   Combines both grids by taking the minimum distance at each voxel.
        The resulting grid contains the merged shape of both inputs.

    Difference:
    :   Subtracts the second grid from the first by inverting its sign and then
        taking the maximum distance.
        Useful for cutting holes or carving one SDF out of another.
user: How do I use Script Directories in Blender? Include parameters, examples, warnings and best practices.

assistant: Additional locations to search for Python scripts.

Each path can be given a *Name* to signify to purpose of that script directory.

By default, Blender looks in several directories (platform dependent) for scripts.
By adding a user script path in the preferences an additional directory is used.
This can be used to store your own scripts and add-ons independently of the current Blender version.

You will need to create specific subfolders in this path which match the structure of the `scripts`
folder found in Blender’s installation directory.

The following subdirectories will be used when present:

`startup/`
:   Modules in this folder will be imported on startup.

`addons/`
:   Legacy add-ons located here will be listed in the add-ons preferences.

`modules/`
:   Modules in this folder can be imported by other scripts.

`presets/`
:   Presets in this folder will be added to existing presets.
user: Explain References in complete detail according to the official Blender documentation.

assistant: |  |  |
| --- | --- |
| - [`SpaceDopeSheetEditor.dopesheet`](bpy.types.SpaceDopeSheetEditor.html#bpy.types.SpaceDopeSheetEditor.dopesheet "bpy.types.SpaceDopeSheetEditor.dopesheet") - [`SpaceGraphEditor.dopesheet`](bpy.types.SpaceGraphEditor.html#bpy.types.SpaceGraphEditor.dopesheet "bpy.types.SpaceGraphEditor.dopesheet") | - [`SpaceNLA.dopesheet`](bpy.types.SpaceNLA.html#bpy.types.SpaceNLA.dopesheet "bpy.types.SpaceNLA.dopesheet") |
user: Show practical ways to work with Select Linked in a Blender add-on or script – include code.

assistant: Selects all control points connected to the active control point.

This operator makes it easier to select or deselect entire segments of a curve, especially in
dense or complex curves, where manually selecting each point would be time-consuming.

### Select Linked Pick

Selects (`L`) or deselects (`Shift`-`L`) control points
connected to the control point nearest the mouse cursor.
user: Provide the full official documentation entry for List View, preserving all code examples.

assistant: # List View

[image reference removed]

List view with expanded Filtering Options panel.

This control is useful for managing lists of items.
In addition to the main list, there is a Filtering panel on the bottom
(hidden by default) and modification buttons on the right.

Select
:   To select an item, click `LMB` on it.

Rename
:   By double-clicking on an item, you can edit its name via a text field.
    This can also be achieved by clicking it with `Ctrl`-`LMB`.

Resize
:   The list view can be resized to show more or fewer items.
    Hover the mouse over the handle (::::), then click and drag to expand or shrink the list.

Filter
:   Click the *Show filtering options* button (triangle on bottom left) to show or hide the filter option panel.

    Search `Ctrl`-`F`
    :   Filters the list to only show items containing a certain term.

    Invert
    :   Toggle between including items that match the search term and those that do not contain the search term.

    Sort by Name
    :   This button switches between alphabetical and non-alphabetical ordering.

    Reverse
    :   Sort objects in ascending or descending order. This also applies to alphabetical sorting, if selected.

On the right of the list view are list modification buttons:

(Add)
:   Adds a new item.

(Remove)
:   Removes the selected item.

(Specials)
:   A menu with operators to edit list entries.

/ Move
:   Moves the selected item up/down one position.
user: Give a detailed overview of Unsupported Graphics Driver Error: syntax, arguments, return values, common patterns.

assistant: 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.
user: Provide the full official documentation entry for CompositorNodeGamma(CompositorNode), preserving all code examples.

assistant: # CompositorNodeGamma(CompositorNode)

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

*class* bpy.types.CompositorNodeGamma(*CompositorNode*)
:   *classmethod* is_registered_node_type()
    :   True if a registered node type

        Returns:
        :   Result

        Return type:
        :   boolean

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

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

        Returns:
        :   result

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

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

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

        Returns:
        :   result

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

    update()

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: What is Working with Content of Vertex Groups and how is it used in Blender Python scripting?

assistant: ### Assigning Vertices to a Group

[image reference removed]

Assign weights to active group.

You add vertices to a group as follows:

- Select the group from the group list, thus making it the active group (1).
- From the 3D Viewport select `Shift`-`LMB` all vertices that you want to add to the group.
- Set the weight value that shall be assigned to all selected vertices (2).
- `LMB` the *Assign* button to assign the selected vertices to the active group using the given weight (3).

Note that weight assignment is not available for locked vertex groups.
The *Assign* button is grayed out in that case.

### Checking Assignments

To be sure the selected vertices are in the desired vertex group,
you can try press the deselect button.
If the vertices remain selected then they are not yet in the current vertex group.

At this point you may assign them, but take care since all selected vertices
will have their weight set to the value in the *Weight* field.

### Removing Assignments from a Group

You remove vertices from a group as follows:

- Select the group from the group list (make it the active group).
- Select all vertices that you want to remove from the group.
- `LMB` click the *Remove* button.

Note that removing weight assignments is not available for locked vertex groups.
The *Remove* button is grayed out in that case.

### Using Groups for Selecting/Deselecting

You can quickly select all assigned vertices of a group:

- (Optionally) press `Alt`-`A` to deselect all vertices.
- Select the group from the group list (make it the active group).
- When you now `LMB` click the *Select* button,
  then the vertices assigned to the active group will be selected and highlighted in the 3D Viewport.
- When you `LMB` click the *Deselect* button instead,
  then the vertices assigned to the active group will be deselected in the 3D Viewport.

### Finding Ungrouped Vertices

You can find ungrouped vertices as follows:

- Press `Alt`-`A` to deselect all vertices.
- In the header of the 3D Viewport, navigate to
  Select ‣ Select All by Trait ‣ Ungrouped Vertices.
user: Show practical ways to work with Inputs in a Blender add-on or script – include code.

assistant: Vector
:   Texture coordinate to sample texture at;
    defaults to Generated texture coordinates if the socket is left unconnected.

Color1, Color 2
:   Color of the checkers.

Scale
:   Overall texture scale. The scale is a factor of the bounding box of the face divided by the scale.
    For example, a scale of 15 will result in 15 alternate patterns over the overall UV bounding box.
    Different patterns could be achieved using other nodes to give different input patterns to this socket.
    For example, using the Math Node.
user: Show practical ways to work with ActionLayers(bpy_struct) in a Blender add-on or script – include code.

assistant: # ActionLayers(bpy_struct)

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

*class* bpy.types.ActionLayers(*bpy_struct*)
:   Collection of animation layers

    new(*name*)
    :   Add a layer to the Animation. Currently an Animation can only have at most one layer.

        Parameters:
        :   **name** (*string**,* *(**never None**)*) – Name, Name of the layer, will be made unique within the Action

        Returns:
        :   Newly created animation layer

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

    remove(*anim_layer*)
    :   Remove the layer from the animation

        Parameters:
        :   **anim_layer** ([`ActionLayer`](bpy.types.ActionLayer.html#bpy.types.ActionLayer "bpy.types.ActionLayer")) – Animation Layer, The layer to remove

    *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