PGCRYPT/OpenBlender_Train huggingface dataset:
user: What is Snap to Symmetry and how is it used in Blender Python scripting?

assistant: # Snap to Symmetry

The Snap to Symmetry tool lets you snap a mesh vertices to their mirrored neighbors.

Useful when dealing with meshes which are mostly symmetrical,
but have vertices which have been moved enough that Blender
does not detect them as mirrored (when X Mirror option is enabled for example).

This can be caused by accident when editing without X Mirror enabled. Sometimes models
imported from other applications are asymmetrical enough that mirror fails too.

Direction
:   Specify the axis and direction to snap. Can be any of the three axes,
    and either positive to negative, or negative to positive.

Threshold
:   Specify the search radius to use when finding matching vertices.

Factor
:   Support for blending mirrored locations from one side to the other (0.5 is an equal mix of both).

Center
:   Snap vertices along the center axis to zero.

|  |  |
| --- | --- |
| <../../../../_images/modeling_meshes_editing_mesh_snap-symmetry_before.png>   Before Snap to Symmetry. | <../../../../_images/modeling_meshes_editing_mesh_snap-symmetry_after.png>   After Snap to Symmetry. |
user: Provide the full official documentation entry for Tool Settings, preserving all code examples.

assistant: Material:
:   Create a new material with the Stroke Base Color to be the sampled color.

    Material Mode
    :   The color transformation will be applied on the stroke and/or the fill color.

        Stroke:
        :   Only paint over strokes.

        Fill:
        :   Only paint over fill areas.

        Both:
        :   Paint over strokes and fill areas

Palette:
:   Add a new color to the color palette based on the sampled color.

Brush:
:   Sets the brush color to the sampled color.
user: How do I use Options in Blender? Include parameters, examples, warnings and best practices.

assistant: [image reference removed]

Copy Rotation constraint.

[Target](../interface/common.xhtml#rigging-constraints-interface-common-target)
:   The object or bone whose rotation to copy. If this target has a sheared transformation,
    this is first undone.

Order
:   The [Euler](../../../glossary/index.xhtml#term-Euler) order to use during the copy operation.
    Defaults to the order of the owner.

Axis
:   The axes for which to copy rotation angles.

Invert
:   The axes for which invert the sign (so an angle of 10° becomes -10° and vice versa).

Mix
:   Specifies how the target’s current rotation (from all its constraints)
    is combined with the owner’s original rotation (from its preceding constraints).

    Replace:
    :   The target’s angles replace the owner’s.

    Add:
    :   The target angles are added to the owner’s.

    Before Original:
    :   The target’s rotation is applied before the owner’s. The result is the same as
        the owner’s rotation if it were a child of the target and there was no constraint.

    After Original:
    :   The target’s rotation is applied after the owner’s. The result is the same as
        the target’s rotation if it were a child of the owner and there was no constraint.

    Offset (Legacy):
    :   This replicates the behavior of the original Offset checkbox. It was intended
        to be similar to *Before Original*, but does not work correctly with multiple axes
        and is thus deprecated.

[Target/Owner](../interface/common.xhtml#rigging-constraints-interface-common-space)
:   The spaces for retrieving the angles from the target and for applying them to the owner.

[Influence](../interface/common.xhtml#bpy-types-constraint-influence)
:   How strongly the constraint affects the owner.
user: Give a detailed overview of Points to SDF Grid: syntax, arguments, return values, common patterns.

assistant: # Points to SDF Grid

[image reference removed]

The *Points to SDF Grid* node generates a Signed Distance Field (SDF)\*grid
from a set of input points. Each voxel in the resulting grid stores the
shortest signed distance to the nearest point, allowing points to be
represented as smooth, volumetric shapes.

Positive values represent distances outside the influence of the points,
negative values represent distances inside, and zero corresponds to the surface
of the generated implicit sphere around each point.

This node is useful for constructing volumetric fields or collision volumes
from particles, instances, or procedurally generated point clouds.
user: What is Combining Rigid Bodies with Other Simulations and how is it used in Blender Python scripting?

assistant: Since the rigid body simulation is part of the animation system,
it can influence other simulations just like the animation system can.

In order for this to work, the rigid body object needs to have a Collision Modifier.
Simply click on *Collision* in the *Physics* tab.
user: Show practical ways to work with Examples in a Blender add-on or script – include code.

assistant: [image reference removed]

Here the node is used to copy the positions of one object to another. This recreates the behavior of the
*Transfer Attribute* node from Blender versions before 3.4. This works best when their geometries have
the same number of points and the same [Topology](../../../../glossary/index.xhtml#term-Topology).
user: How do I use MaskModifier(Modifier) in Blender? Include parameters, examples, warnings and best practices.

assistant: # MaskModifier(Modifier)

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

*class* bpy.types.MaskModifier(*Modifier*)
:   Mask modifier to hide parts of the mesh

    armature
    :   Armature to use as source of bones to mask

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

    invert_vertex_group
    :   Use vertices that are not part of region defined

        Type:
        :   boolean, default False

    mode
    :   Type:
        :   enum in [`'VERTEX_GROUP'`, `'ARMATURE'`], default `'VERTEX_GROUP'`

    threshold
    :   Weights over this threshold remain

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

    use_smooth
    :   Use vertex group weights to cut faces at the weight contour

        Type:
        :   boolean, default False

    vertex_group
    :   Vertex group name

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

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Give a detailed overview of AnnotationFrame(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # AnnotationFrame(bpy_struct)

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

*class* bpy.types.AnnotationFrame(*bpy_struct*)
:   Collection of related sketches on a particular frame

    frame_number
    :   The frame on which this sketch appears

        Type:
        :   int in [-1048574, 1048574], default 0

    select
    :   Frame is selected for editing in the Dope Sheet

        Type:
        :   boolean, default False

    strokes
    :   Freehand curves defining the sketch on this frame

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Entering a Directory `Return`
:   Double-click a directory to enter it.

Parent Directory `P`
:   Takes you up one level of directory.

### File Drop

You can also drag and drop a file or directory from your file manager into the Blender File Browser.
This will navigate to the item and select it.
user: Give a detailed overview of NodeTreeInterfaceSocketVectorEuler4D(NodeTreeInterfaceSocket): syntax, arguments, return values, common patterns.

assistant: # NodeTreeInterfaceSocketVectorEuler4D(NodeTreeInterfaceSocket)

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

*class* bpy.types.NodeTreeInterfaceSocketVectorEuler4D(*NodeTreeInterfaceSocket*)
:   3D vector socket of a node

    default_value
    :   Input value used for unconnected socket

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

    dimensions
    :   Dimensions of the vector socket

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

    max_value
    :   Maximum value

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

    min_value
    :   Minimum value

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

    subtype
    :   Subtype of the default value

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

    draw(*context*, *layout*)
    :   Draw interface socket settings

        Parameters:
        :   **layout** ([`UILayout`](bpy.types.UILayout.html#bpy.types.UILayout "bpy.types.UILayout"), (never None)) – Layout, Layout in the UI

    init_socket(*node*, *socket*, *data_path*)
    :   Initialize a node socket instance

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the socket to initialize
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Socket to initialize
            - **data_path** (*string**,* *(**never None**)*) – Data Path, Path to specialized socket data

    from_socket(*node*, *socket*)
    :   Setup template parameters from an existing socket

        Parameters:
        :   - **node** ([`Node`](bpy.types.Node.html#bpy.types.Node "bpy.types.Node"), (never None)) – Node, Node of the original socket
            - **socket** ([`NodeSocket`](bpy.types.NodeSocket.html#bpy.types.NodeSocket "bpy.types.NodeSocket"), (never None)) – Socket, Original socket

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: # Expand

This is a multi-purpose modal operator to intuitively create and edit masks/face sets.
When executed, it uniformly expand outwards a pattern from the vertex under the cursor.

There is also a [full showcase of the Expand features and use cases](https://www.youtube.com/watch?v=XT7h6lmE5bc).

[image reference removed]

A preview of *Expand Mask by Topology*
user: Explain GeometryNodeInputInstanceBounds(GeometryNode) in complete detail according to the official Blender documentation.

assistant: # GeometryNodeInputInstanceBounds(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.GeometryNodeInputInstanceBounds(*GeometryNode*)
:   Calculate position bounds of each instance’s geometry set

    *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 Output Nodes from the Blender manual or Python API, including usage steps and snippets.

assistant: # Output Nodes

Output nodes are the final node in every node tree.
Although you can add more than one, only one will be used (indicated by a colored or darkened header).
Output nodes are always preceded by [Shaders](../shader/index.html)
except in the case of the [Displacement](../../materials/components/displacement.html) of a Material Output.
user: Show practical ways to work with Some history in a Blender add-on or script – include code.

assistant: Bone Collections were introduced in Blender 4.0, as a replacement for armature
layers and bone groups. Bone Collections are owned by the Armature, so they are
available in all modes. To contrast, bone groups were stored on the object’s
pose, and thus were not available in armature edit mode.
user: Give a detailed overview of Options: syntax, arguments, return values, common patterns.

assistant: [image reference removed]

Time Offset Modifier.

Mode
:   Regular:
    :   Offsets keyframes in the default animation playback direction (playhead moving from left to right).

    Reverse:
    :   Offsets keyframes in reversed animation playback direction (playhead moving from right to left).

    Fixed Frame:
    :   The Frame parameter determines which frame is displayed. This value needs to be animated in order to
        have the displayed frame change during playback.

        Frame
        :   The number of the frame to display.

    Ping Pong:
    :   Loop back and forth animation.

    Chain:
    :   It allows to combine the different Modes consecutively.

        Repeat
        :   Number of cycle repeats

Frame Offset
:   The number of frames to offset the original keyframes by.

Scale
:   Controls the speed of the frames playback. 1 is equal to the actual frame rate, could be positive (faster)
    or negative (slower).

Keep Loop
:   Moves end frame to the animation start to keep animation in a loop.

### Custom Range

When enabled, the animation playback is restricted only to a frame range.

Frame Start/End
:   Sets the range start and end frames.

### Influence

See [Influence Filters](../introduction.xhtml#grease-pencil-modifier-influence-filters).
user: Give a detailed overview of MeshToVolumeModifier(Modifier): syntax, arguments, return values, common patterns.

assistant: # MeshToVolumeModifier(Modifier)

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

*class* bpy.types.MeshToVolumeModifier(*Modifier*)
:   density
    :   Density of the new volume

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

    interior_band_width
    :   Width of the gradient inside of the mesh

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

    object
    :   Object

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

    resolution_mode
    :   Mode for how the desired voxel size is specified

        - `VOXEL_AMOUNT`
          Voxel Amount – Desired number of voxels along one axis.
        - `VOXEL_SIZE`
          Voxel Size – Desired voxel side length.

        Type:
        :   enum in [`'VOXEL_AMOUNT'`, `'VOXEL_SIZE'`], default `'VOXEL_AMOUNT'`

    voxel_amount
    :   Approximate number of voxels along one axis

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

    voxel_size
    :   Smaller values result in a higher resolution output

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: |  |  |
| --- | --- |
| - [**Panel**](glossary/index.xhtml#term-Panel) - [**Parent**](glossary/index.xhtml#term-Parent) - [**Parenting**](glossary/index.xhtml#term-Parenting) - [**Particle System**](glossary/index.xhtml#term-Particle-System) - [**Phong**](glossary/index.xhtml#term-Phong) - [**Pivot Point**](glossary/index.xhtml#term-Pivot-Point) - [**Pixel**](glossary/index.xhtml#term-Pixel) - [**Pixels Per Inch**](glossary/index.xhtml#term-Pixels-Per-Inch) - [**Point Cloud**](glossary/index.xhtml#term-Point-Cloud) - [**Pole**](glossary/index.xhtml#term-Pole) | - [**Pose Bone**](glossary/index.xhtml#term-Pose-Bone) - [**Pose Mode**](glossary/index.xhtml#term-Pose-Mode) - [**Posing**](glossary/index.xhtml#term-Posing) - [**PPI**](glossary/index.xhtml#term-PPI) - [**Premultiplied Alpha**](glossary/index.xhtml#term-Premultiplied-Alpha) - [**Primaries**](glossary/index.xhtml#term-Primaries) - [**Primitive**](glossary/index.xhtml#term-Primitive) - [**Procedural Texture**](glossary/index.xhtml#term-Procedural-Texture) - [**Projection**](glossary/index.xhtml#term-Projection) - [**Proxy**](glossary/index.xhtml#term-Proxy) |
user: Provide the full official documentation entry for Speaker(ID), preserving all code examples.

assistant: # Speaker(ID)

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

*class* bpy.types.Speaker(*ID*)
:   Speaker data-block for 3D audio speaker objects

    animation_data
    :   Animation data for this data-block

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

    attenuation
    :   How strong the distance affects volume, depending on distance model

        Type:
        :   float in [0, inf], default 1.0

    cone_angle_inner
    :   Angle of the inner cone, in degrees, inside the cone the volume is 100%

        Type:
        :   float in [0, 360], default 360.0

    cone_angle_outer
    :   Angle of the outer cone, in degrees, outside this cone the volume is the outer cone volume, between inner and outer cone the volume is interpolated

        Type:
        :   float in [0, 360], default 360.0

    cone_volume_outer
    :   Volume outside the outer cone

        Type:
        :   float in [0, 1], default 1.0

    distance_max
    :   Maximum distance for volume calculation, no matter how far away the object is

        Type:
        :   float in [0, inf], default 3.40282e+38

    distance_reference
    :   Reference distance at which volume is 100%

        Type:
        :   float in [0, inf], default 1.0

    muted
    :   Mute the speaker

        Type:
        :   boolean, default False

    pitch
    :   Playback pitch of the sound

        Type:
        :   float in [0.1, 10], default 1.0

    sound
    :   Sound data-block used by this speaker

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

    volume
    :   How loud the sound is

        Type:
        :   float in [0, 1], default 1.0

    volume_max
    :   Maximum volume, no matter how near the object is

        Type:
        :   float in [0, 1], default 1.0

    volume_min
    :   Minimum volume, no matter how far away the object is

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

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

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

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

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

        Returns:
        :   The class or default when not found.

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

assistant: Bounding Box
:   The resulting box that encapsulate the input geometry.

Min
:   The coordinates corresponding to the box’s -X, -Y, -Z position values,
    i.e. how far the box extends in each of the negative axes directions.

Max
:   The coordinates corresponding to the box’s +X, +Y, +Z position values,
    i.e. how far the box extends in each of the positive axes directions.
user: Provide the full official documentation entry for Directory Layout, preserving all code examples.

assistant: Sections should be generally structured as follows:

- `directory_name/`

  - `index.rst` (contains links to internal files)
  - `introduction.rst`
  - `section_1.rst`
  - `section_2.rst`

For example:

- `rendering/`

  - `index.rst`
  - `cycles/`

    - `index.rst`
    - `introduction.rst`
    - `materials/`

      - `index.rst`
      - `introduction.rst`
      - `volumes.rst`

The idea is to enclose all the content of a section inside of a folder. Ideally every section should have an
`index.rst` (containing the TOC for that section) and an `introduction.rst` (introducing) to the contents of the
section.

### Table of Contents

By default, a table of contents should show two levels of depth:

```
.. toctree::
   :maxdepth: 2

   introduction.rst
   perspective.rst
   depth_of_field.rst
```
user: How do I use Timeline in Blender? Include parameters, examples, warnings and best practices.

assistant: Allow Negative Frame
:   Playback and animations can occur during negative frame ranges.

Minimum Grid Spacing
:   The minimum number of pixels between grid lines.

Timecode Style
:   Format of timecodes displayed when not displaying timing in terms of frames.

    Minimal Info:
    :   Most compact representation, uses ‘+’ as separator for sub-second frame numbers,
        with left and right truncation of the timecode as necessary.

    SMPTE (Full):
    :   Full SMPTE timecode (format is HH:MM:SS:FF).

    SMPTE (Compact):
    :   SMPTE timecode showing minutes, seconds, and frames only
        – hours are also shown if necessary, but not by default.

    Compact with Decimals:
    :   Similar to SMPTE (Compact), except that the decimal part of the second is shown instead of frames.

    Only Seconds:
    :   Direct conversion of frame numbers to seconds.

Zoom to Frame Type
:   Defines what time range (around the cursor) will be displayed
    when the *View Frame* `Numpad0` is performed.

    Keep Range:
    :   The currently displayed time range is preserved.

    Seconds:
    :   The number of seconds specified in the *Zoom Seconds* field will be shown around the cursor.

    Keyframes:
    :   The number of animation keyframes defined in the *Zoom Keyframes* field will be shown around the cursor.
user: Give a detailed overview of ColorRamp(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # ColorRamp(bpy_struct)

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

*class* bpy.types.ColorRamp(*bpy_struct*)
:   Color ramp mapping a scalar value to a color

    color_mode
    :   Set color mode to use for interpolation

        Type:
        :   enum in [`'RGB'`, `'HSV'`, `'HSL'`], default `'RGB'`

    elements
    :   Type:
        :   [`ColorRampElements`](bpy.types.ColorRampElements.html#bpy.types.ColorRampElements "bpy.types.ColorRampElements") [`bpy_prop_collection`](bpy.types.bpy_prop_collection.html#bpy.types.bpy_prop_collection "bpy.types.bpy_prop_collection") of [`ColorRampElement`](bpy.types.ColorRampElement.html#bpy.types.ColorRampElement "bpy.types.ColorRampElement"), (readonly)

    hue_interpolation
    :   Set color interpolation

        Type:
        :   enum in [`'NEAR'`, `'FAR'`, `'CW'`, `'CCW'`], default `'NEAR'`

    interpolation
    :   Set interpolation between color stops

        Type:
        :   enum in [`'EASE'`, `'CARDINAL'`, `'LINEAR'`, `'B_SPLINE'`, `'CONSTANT'`], default `'LINEAR'`

    evaluate(*position*)
    :   Evaluate Color Ramp

        Parameters:
        :   **position** (*float in* *[**0**,* *1**]*) – Position, Evaluate Color Ramp at position

        Returns:
        :   Color, Color at given position

        Return type:
        :   float array of 4 items in [-inf, inf]

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

assistant: Dimensions
:   The dimensions of the space to evaluate the noise in.

    1D:
    :   The *W* input is used as seed.

    2D:
    :   The X and Y components of the *Vector* input are used as seed.

    3D:
    :   The *Vector* input is used as seed.

    4D:
    :   Both the *Vector* input and the *W* input are used as seed.
user: Describe USD Primvar data types from the Blender manual or Python API, including usage steps and snippets.

assistant: Blender supports a subset of the
[USD basic data types](https://openusd.org/release/api/_usd__page__datatypes.html#Usd_Basic_Datatypes) for import
and export.

Only the types natively supported by Blender’s
[attribute system](../../modeling/geometry_nodes/attributes_reference.html) will be processed.

| Blender type | USD type | Notes |
| --- | --- | --- |
| Boolean | bool |  |
| 8-Bit Integer | uchar | The USD unsigned 8-bit value will be cast to a signed value for import. The signed value will be cast to unsigned for export. |
| Integer | int | A 32-bit signed integer value. |
| Float | float | A 32-bit, single-precision, floating point value. |
| Vector | float3 | 3D vector with 32-bit floating-point values. |
| 2D Vector | float2/texCoord2f | 2D vector with 32-bit floating-point values. |
| Color | color4f | RGBA color with 32-bit floating-point values. As a special case, when encountering a Primvar or attribute for USD’s `displayColor`, it will be read or written as `color3f` data with an Alpha component of 1.0. |
| Byte Color | color4f | USD does not provide a byte color equivalent. The byte values will be converted to float and exported as a color4f. |
| Quaternion | quatf | Floating point [Quaternion](../../glossary/index.html#term-Quaternion) rotation. |
user: Show practical ways to work with System Operators in a Blender add-on or script – include code.

assistant: ### Reload Scripts

Reloads all scripts found in the scripts data folder;
any changes that have been made in the Text Editor will be lost!

### Memory Statistics

This operator which can be found by searching “Memory Statistics”
with the [Operator Search](../interface/operators.xhtml#bpy-ops-wm-search-operator)
will print useful information about memory objects, their size and user count.

### Debug Menu

This operator brings up a menu to set Blender into a certain debug mode.

See the
[source code](https://projects.blender.org/blender/blender/src/branch/main/source/blender/blenkernel/BKE_global.hh)
for a description of what each value does.

### Redraw Timer

This operator brings up a menu with a list of tests
to benchmark UI render times along with undo/redo functions.

### Clean Up Space-Data

Removes unused settings for invisible editors.
user: What is Troubleshooting Graphics Hardware and how is it used in Blender Python scripting?

assistant: # Troubleshooting Graphics Hardware

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: Provide the full official documentation entry for Edit Lines, preserving all code examples.

assistant: Points are always connected by a straight line,
which you see when you are editing in Edit Mode or when you look at a stroke in wireframe view.
They are invisible on the rendered image and are used to construct the final stroke.
user: How do I use ShaderNodeMixRGB(ShaderNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # ShaderNodeMixRGB(ShaderNode)

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

*class* bpy.types.ShaderNodeMixRGB(*ShaderNode*)
:   Mix two input colors

    blend_type
    :   Type:
        :   enum in [Ramp Blend Items](bpy_types_enum_items/ramp_blend_items.html#rna-enum-ramp-blend-items), default `'MIX'`

    use_alpha
    :   Include alpha of second input in this operation

        Type:
        :   boolean, default False

    use_clamp
    :   Clamp result of the node to 0.0 to 1.0 range

        Type:
        :   boolean, default False

    *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 Node Parts from the Blender manual or Python API, including usage steps and snippets.

assistant: # Node Parts

All nodes in Blender are based on a similar construction.
This applies to [any type of node](index.xhtml#tab-node-tree-types).
These parts include the title, sockets, properties and more.

[image reference removed]
user: Give a detailed overview of ShaderNodeOutputMaterial(ShaderNode): syntax, arguments, return values, common patterns.

assistant: # ShaderNodeOutputMaterial(ShaderNode)

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

*class* bpy.types.ShaderNodeOutputMaterial(*ShaderNode*)
:   Output surface material information for use in rendering

    is_active_output
    :   True if this node is used as the active output

        Type:
        :   boolean, default False

    target
    :   Which renderer and viewport shading types to use the shaders for

        - `ALL`
          All – Use shaders for all renderers and viewports, unless there exists a more specific output.
        - `EEVEE`
          EEVEE – Use shaders for EEVEE renderer.
        - `CYCLES`
          Cycles – Use shaders for Cycles renderer.

        Type:
        :   enum in [`'ALL'`, `'EEVEE'`, `'CYCLES'`], default `'ALL'`

    *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: Give a detailed overview of Merge by Distance Node: syntax, arguments, return values, common patterns.

assistant: # Merge by Distance Node

[image reference removed]

The *Merge by Distance* node merges selected mesh vertices or point cloud points within a given distance,
merging surrounding geometry where necessary. This operation is similar to the [Merge by Distance](../../../meshes/editing/mesh/cleanup.xhtml#bpy-ops-mesh-remove-doubles)
operator or the [Weld Modifier](../../../modifiers/generate/weld.xhtml).
user: Show practical ways to work with Separate in a Blender add-on or script – include code.

assistant: The *Separate* operator removes the selected nodes from a node group
and places them in the parent node tree.
This is useful when nodes need to be edited outside of a group for clarity or reuse.

Copy
:   Duplicates the selected nodes into the parent node tree,
    while keeping the originals inside the group.
    This is useful when you want to reuse nodes outside of the group
    but still preserve the group definition.

Move
:   Moves the selected nodes to the parent node tree,
    removing them from the original group.
    This is useful when simplifying a group or exposing its contents directly.
user: Provide the full official documentation entry for GeometryNodeGridLaplacian(GeometryNode), preserving all code examples.

assistant: # GeometryNodeGridLaplacian(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.GeometryNodeGridLaplacian(*GeometryNode*)
:   Compute the divergence of the gradient of the input 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: Explain Bilateral Blur Node in complete detail according to the official Blender documentation.

assistant: # Bilateral Blur Node

[image reference removed]

The Bilateral Blur node performs a high-quality adaptive blur, blurring
the image while retaining sharp edges.

It can be used for various purposes like: smoothing noisy render passes to avoid longer computation times
in example ray-traced ambient occlusion, blurry refractions/reflections, soft shadows,
or to make non-photorealistic compositing effects.
user: How do I use Mesh Analysis in Blender? Include parameters, examples, warnings and best practices.

assistant: # Mesh Analysis

Mesh analysis is useful for displaying attributes of the mesh,
that may impact certain use cases.

The mesh analysis works in *Edit Mode* and *Solid* Viewport shading.
It shows areas with a high value in red, and areas with a low value in blue.
Geometry outside the range is displayed gray.

Currently the different modes target 3D printing as their primary use.
user: Explain Example in complete detail according to the official Blender documentation.

assistant: In the following example, we add a constraint to a gear that sets its X rotation based on the
Y position of a rail:

- Target: Rail object
- Map From: Location

  - Y Min: -3m
  - Y Max: 3m
- Map To: Rotation

  - X Source Axis: Y
  - X Min: 0°
  - X Max: 180°

[image reference removed]

Before moving the rail.

[image reference removed]

After moving the rail.

By default, the gear will stop rotating if the rail goes outside the (-3m, 3m) range.
You can enable *Extrapolate* to change this.
user: Give a detailed overview of Tool Settings: syntax, arguments, return values, common patterns.

assistant: Layer
:   Restrict interpolation to either the *Active Layer* or *All Layers*.

Only Selected (Edit Mode)
:   When enabled, only selected strokes will be interpolated.

Exclude Breakdowns
:   Exclude existing [Breakdown keyframes](../../../../animation/keyframes/introduction.xhtml#keyframe-type) from being used as interpolation extremes.

Flip Mode
:   Reverses the interpolation direction, swapping the start and end strokes.
    *Automatic* mode attempts to determine the correct direction for each stroke automatically.

Smooth
:   The amount of smoothing applied to interpolated strokes to reduce jitter or visual noise.

Iterations
:   The number of times smoothing is applied to newly created strokes.
    Higher values result in smoother interpolation but may reduce shape fidelity.
user: Show practical ways to work with Common Options in a Blender add-on or script – include code.

assistant: Each modifier has several buttons at its top:

/ Enable
:   Enables/Disables the modifier. Useful to compare the image with or without modifications.

Remove Strip Modifier
:   Deletes the modifier from the stack.

Move Strip Modifier
:   Dragging this button changes the modifier’s position in the stack which affects its computation order.

### Masking

You can mask each modifier to limit the area of the image it affects. This can be done using
either a [Mask](../../../movie_clip/masking/introduction.xhtml) or another strip.

Mask Input Type
:   Type of input data used for the mask.

    Strip:
    :   Use the grayscale representation of another strip’s image.

    Mask:
    :   Use a Mask data-block.

Mask
:   The Strip or Mask data-block to use.

Mask Time Mask Input Only
:   How the start frame of the mask is calculated.

    Relative:
    :   Mask animation is offset to the start of the strip.

    Absolute:
    :   Mask animation is in sync with the scene frame.
user: Explain Extrapolation Mode in complete detail according to the official Blender documentation.

assistant: Changes how the curve behaves before its first keyframe and after its last keyframe.

Constant:
:   [image reference removed]

    Constant extrapolation.

    Continue in a straight line, keeping the same value as the first/last keyframe.
    This is the default.

Linear:
:   [image reference removed]

    Linear extrapolation.

    Continue in a straight line, keeping the same slope as on the first/last keyframe.

Make Cyclic:
:   Repeat the whole curve. This works by adding a [Cycles modifier](../fcurves/modifiers.xhtml#bpy-types-fmodifiercycles).

Clear Cyclic:
:   Remove the above modifier, making the curve non-repeating again.
user: How do I use Main Region in Blender? Include parameters, examples, warnings and best practices.

assistant: The curve view allows you to view and edit [F-Curves](fcurves/introduction.html).
An F-Curve has several key parts:

Curve
:   The curve describes how the value of a property (Y axis) evolves over time (X axis).

[Keyframes](../../animation/keyframes/index.html)
:   Keyframes are user-defined values on certain frames and are represented
    by little black discs that become orange when selected.
    The values on the other frames are calculated automatically by interpolating
    between these keyframes.

[Handles](fcurves/properties.html#editors-graph-fcurves-settings-handles)
:   Each keyframe has two handles – points that can be dragged around to influence
    the shape of the curve around it.

[image reference removed]

A simple curve. The discs are keyframes, and the circles are their handles.

### Navigation

As with most editors, you can:

Pan
:   Pan the view by dragging with `MMB`.

Zoom
:   Zoom in and out with the mouse `Wheel`.

Scale View
:   Scale the view horizontally or vertically by dragging with `Ctrl`-`MMB`.

You can also use the scrollbars.

### Playhead & 2D Cursor

[image reference removed]

Graph Editor 2D Cursor.

The current frame is represented by a vertical blue line called the *Playhead*.
Like other [Animation Editors](../../animation/animation_editors.html),
you can move it by clicking or dragging with `LMB` in the scrubbing area at the top.

Combined with the horizontal blue line, the Playhead forms the *2D Cursor*
which can be used as a [pivot point](../3dview/controls/pivot_point/index.html)
for rotating and scaling. You can disable the horizontal line using
View ‣ Show Cursor or Sidebar ‣ View ‣ Show Cursor.

The 2D Cursor can be moved by clicking or dragging with `Shift`-`RMB`
or by adjusting its coordinates in the [View tab](#graph-editor-view-properties) of the Sidebar.
user: Give a detailed overview of Grid Gradient Node: syntax, arguments, return values, common patterns.

assistant: # Grid Gradient Node

[image reference removed]

The *Grid Gradient* node calculates the gradient of a scalar voxel grid.
The gradient is a vector field that describes both the direction and rate of
the steepest increase in the grid’s values at each voxel.

In other words, it shows how and where the scalar quantity (such as density,
temperature, or distance) changes in 3D space. The direction of the gradient
vector points toward increasing values, and its magnitude represents how
quickly the value changes in that direction.

Mathematically, for a scalar field \(f(x, y, z)\), the gradient is defined as:

\[\nabla f =
\frac{\partial f}{\partial x} \mathbf{\hat{i}} +
\frac{\partial f}{\partial y} \mathbf{\hat{j}} +
\frac{\partial f}{\partial z} \mathbf{\hat{k}}\]

This operation is often used in procedural modeling or simulation workflows
to derive direction fields from scalar quantities, such as computing surface
normals from a signed distance field (SDF) or determining the flow direction
in density or temperature fields.
user: Provide the full official documentation entry for Inputs, preserving all code examples.

assistant: Volume
:   The input volume geometry to which the grid will be added or replaced.

Name
:   The name under which the grid will be stored in the volume.
    This name is used later to retrieve the grid using the *Get Named Grid*
    node or in the Spreadsheet editor under the *Volume Grids* section.

Grid
:   The grid to store within the volume.
    The grid must have a compatible resolution and transform with the target volume.
    The grid’s data type must match the node’s *Data Type* property.