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

assistant: Image
:   Standard color input.

X, Y
:   Used to move the input image horizontally and vertically.

Angle
:   Used to rotate an image around its center.
    Positive values rotate counter-clockwise and negative ones clockwise.

Scale
:   Used to resize the image. The scaling is relative, meaning a value of 0.5
    gives half the size and a value of 2.0 gives twice the size of the original image.

### Sampling

Filter
:   Determines how pixel values are interpolated when scaling or transforming images.

    Nearest:
    :   Uses the value of the closest pixel with no smoothing.
        This is the fastest method and is well-suited for pixel art or low-resolution images
        where sharp, blocky edges are desirable.
        In animations, motion appears in single-pixel steps, which can cause visible jittering.

    Bilinear:
    :   Averages the values of surrounding pixels to create a smoother result than *Nearest*.
        Provides a good balance between performance and visual quality.

    Bicubic:
    :   Computes a weighted average of a larger neighborhood of pixels for even smoother results.
        Ideal for photographic images or gradients where preserving fine detail is important.

    Anisotropic:
    :   Adjusts interpolation based on the direction and scale of the transformation.
        Helps reduce blurring or aliasing when scaling at steep angles or uneven resolutions,
        especially useful in textures viewed at oblique angles or in detailed 3D projections.

Extension X/Y
:   The extension mode applied to the X axis.

    Clip:
    :   Areas outside of the image are filled with transparency.

    Extend:
    :   Areas outside of the image are filled with the closest boundary pixel in the image.

    Repeat:
    :   Areas outside of the image are filled with repetitions of the image.
user: Provide the full official documentation entry for Erase Lasso, preserving all code examples.

assistant: The *Erase Lasso* operator erases all Grease Pencil strokes within a freeform selection.

- Press and hold `Ctrl`-`Alt`-`RMB`, then draw a lasso shape around the area you want to erase.
- Release the mouse button to apply the eraser.
- Only points within the lasso region are removed.
user: Provide the full official documentation entry for Random Rotation Node, preserving all code examples.

assistant: # Random Rotation Node

[image reference removed]

The *Random Rotation* node generates random rotation values within a specified angular range.
It can be used to randomize the orientation of instances, particles, or elements of a geometry.
user: Explain Image Color Mode Items in complete detail according to the official Blender documentation.

assistant: # Image Color Mode Items

BW:
:   BW.

    Images get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF).

RGB:
:   RGB.

    Images are saved with RGB (color) data.

RGBA:
:   RGBA.

    Images are saved with RGB and Alpha data (if supported).
user: Give a detailed overview of Mask From Mesh Boundary: syntax, arguments, return values, common patterns.

assistant: Generates a mask based on the topological islands of the mesh. The settings of the operation can be changed
in the [Adjust Last Operation](../../../interface/undo_redo.xhtml) 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.xhtml) settings are applied.

Propagation Steps
:   Same as [Auto-Masking](../controls.xhtml).
user: What is Introduction and how is it used in Blender Python scripting?

assistant: # Introduction

Grease Pencil has their own set of modifiers.
Modifiers are automatic operations that affect an object in a non-destructive way.
With modifiers, you can perform many effects automatically that would otherwise be
too tedious to do manually and without affecting the base geometry of your object.

With [Geometry Nodes](../../modeling/geometry_nodes/index.xhtml), it is possible to create custom Grease Pencil modifiers.

They work by changing how an object is displayed and rendered, but not the geometry which you can edit directly.
You can add several modifiers to a single object forming the modifier stack
and [Apply](#grease-pencil-modifiers-apply) a modifier if you wish to make its changes permanent.

There are four types of modifiers for Grease Pencil:

Edit
:   These are tools similar to the Deform ones (see below), however, they usually do not directly
    affect the geometry of the object, but some other data, such as vertex groups.

Generate
:   The *Generate* group of modifiers includes constructive tools that either change
    the general appearance of or automatically add new geometry to an object.

Deform
:   The *Deform* group of modifiers only changes the shape of an object without adding new geometry,

Color
:   The *Color* group of modifiers change the object color output.
user: Show practical ways to work with Examples in a Blender add-on or script – include code.

assistant: [image reference removed]

Here, the compare node is used with the *Direction* mode to compare the direction of the
sphere’s [face normals](../../geometry/read/normal.xhtml) to the “direction”
of the cube object’s location. Anywhere that the directions are less than 32.9 degrees apart,
the faces will be selected, and deleted.
user: Describe View Layer Override from the Blender manual or Python API, including usage steps and snippets.

assistant: # View Layer Override

View Layer overrides allow selectively replacing certain scene-level settings for a specific view layer.
This is useful for rendering multiple versions of a scene, for example, with different materials, lighting,
or sampling settings, without modifying the original scene data.

Overrides are applied only when rendering the specific view layer and do not affect the scene globally.

Material Override
:   Replaces all materials used in the view layer with a single material.
    This is often used for clay renders or lighting passes where the original material data is not needed.

World Override
:   Replaces the scene’s world settings (such as background color or HDRI lighting) for the current view layer.

    This can be used to render different lighting conditions
    or to isolate objects against a flat background for compositing.

Samples
:   Allows the view layer to use a different number of samples than the main scene.
    This is controlled by the [Layer Samples](../cycles/render_settings/sampling.xhtml#bpy-types-cyclesrendersettings-use-layer-samples)
    when using the Cycles renderer. When using EEVEE, the *Samples* override is always used.

    Lowering the number of samples for background or utility passes can speed up render times,
    while still using higher samples for beauty passes.
user: What is File Format Variations and how is it used in Blender Python scripting?

assistant: The glTF specification identifies different ways the data can be stored.
The importer handles all of these ways. The exporter will ask the user to
select one of the following forms:

### glTF Binary (`.glb`)

This produces a single `.glb` file with all mesh data, image textures, and
related information packed into a single binary file.

### glTF Separate (`.gltf` + `.bin` + textures)

This produces a JSON text-based `.gltf` file describing the overall structure,
along with a `.bin` file containing mesh and vector data, and
optionally a number of `.png` or `.jpg` files containing image textures
referenced by the `.gltf` file.

### glTF Embedded (`.gltf`)

This produces a JSON text-based `.gltf` file, with all mesh data and
image data encoded (using Base64) within the file. This form is useful if
the asset must be shared over a plain-text-only connection.
user: Explain Bundle Dependencies in complete detail according to the official Blender documentation.

assistant: For add-ons to be bundled as extensions, they must be self-contained.
That means they must come with all its dependencies. In particular 3rd party Python modules.

There are a few options for this:

Bundle with [Python Wheels](python_wheels.xhtml#extensions-python-wheels).
:   This is the recommended way to bundle dependencies.

Bundle other add-ons together.
:   This is recommended if an add-on depends on another add-on.

    Make sure that both the individual and the combined add-on
    check for already registered types (Operators, Panels, …).
    This avoids duplication of operators and panels on the interface
    if the add-ons are installed as a bundle and individually.

Bundle with [Vendorize](https://pypi.org/project/vendorize)
:   This can be used as a way to bundle a pure Python dependencies as a sub-module.

    This has the advantage of avoiding version conflicts although it requires some work to setup each package.
user: Explain LineStyleAlphaModifiers(bpy_struct) in complete detail according to the official Blender documentation.

assistant: # LineStyleAlphaModifiers(bpy_struct)

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

*class* bpy.types.LineStyleAlphaModifiers(*bpy_struct*)
:   Alpha modifiers for changing line alphas

    new(*name*, *type*)
    :   Add a alpha modifier to line style

        Parameters:
        :   - **name** (*string**,* *(**never None**)*) – New name for the alpha modifier (not unique)
            - **type** (enum in [Linestyle Alpha Modifier Type Items](bpy_types_enum_items/linestyle_alpha_modifier_type_items.html#rna-enum-linestyle-alpha-modifier-type-items)) – Alpha modifier type to add

        Returns:
        :   Newly added alpha modifier

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

    remove(*modifier*)
    :   Remove a alpha modifier from line style

        Parameters:
        :   **modifier** ([`LineStyleAlphaModifier`](bpy.types.LineStyleAlphaModifier.html#bpy.types.LineStyleAlphaModifier "bpy.types.LineStyleAlphaModifier"), (never None)) – Alpha modifier 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
user: How do I use Extension Settings in Blender? Include parameters, examples, warnings and best practices.

assistant: Visit Extensions Platform
:   Opens [extensions.blender.org](https://extensions.blender.org/) in a web browser.

Refresh Remote
:   Manually check the online repositories for available updates.

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

Install Available Updates
:   Update all the extensions that have an update available.

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

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

assistant: # NodeSeparateBundleItems(bpy_struct)

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

*class* bpy.types.NodeSeparateBundleItems(*bpy_struct*)
:   Collection of separate bundle items

    new(*socket_type*, *name*)
    :   Add an item at the end

        Parameters:
        :   - **socket_type** (enum in [Node Socket Data Type Items](bpy_types_enum_items/node_socket_data_type_items.html#rna-enum-node-socket-data-type-items)) – Socket Type, Socket type of the item
            - **name** (*string**,* *(**never None**)*) – Name

        Returns:
        :   Item, New item

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

    remove(*item*)
    :   Remove an item

        Parameters:
        :   **item** ([`NodeSeparateBundleItem`](bpy.types.NodeSeparateBundleItem.html#bpy.types.NodeSeparateBundleItem "bpy.types.NodeSeparateBundleItem"), (never None)) – Item, The item to remove

    clear()
    :   Remove all items

    move(*from_index*, *to_index*)
    :   Move an item to another position

        Parameters:
        :   - **from_index** (*int in* *[**0**,* *inf**]*) – From Index, Index of the item to move
            - **to_index** (*int in* *[**0**,* *inf**]*) – To Index, Target index for the item

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

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

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

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

        Returns:
        :   The class or default when not found.

        Return type:
        :   type
user: Provide the full official documentation entry for Painting Brushes, preserving all code examples.

assistant: [image reference removed]

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

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

    A simple hard round falloff.

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

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

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

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

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

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

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

    A hard square brush falloff.

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

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

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

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

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

    Same as Blend Hard but with a soft round falloff.

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

    Same as Blend Hard but with a hard square falloff.

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

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

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

    Smears colors along the stroke.

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

    Pinches the colors inwards to create sharp edges or points.

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

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

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

    Erase pixels in the alpha channel of the texture (Only supported in the Image Editor).
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Image
:   Standard color input.

X, Y
:   Used to move the input image horizontally and vertically.

### Sampling

Interpolation
:   Determines how pixel values are interpolated when scaling or transforming images.

    Nearest:
    :   Uses the value of the closest pixel with no smoothing.
        This is the fastest method and is well-suited for pixel art or low-resolution images
        where sharp, blocky edges are desirable.
        In animations, motion appears in single-pixel steps, which can cause visible jittering.

    Bilinear:
    :   Averages the values of surrounding pixels to create a smoother result than *Nearest*.
        Provides a good balance between performance and visual quality.

    Bicubic:
    :   Computes a weighted average of a larger neighborhood of pixels for even smoother results.
        Ideal for photographic images or gradients where preserving fine detail is important.

    Anisotropic:
    :   Adjusts interpolation based on the direction and scale of the transformation.
        Helps reduce blurring or aliasing when scaling at steep angles or uneven resolutions,
        especially useful in textures viewed at oblique angles or in detailed 3D projections.

Extension X/Y
:   The extension mode applied to the X axis.

    Clip:
    :   Areas outside of the image are filled with transparency.

    Extend:
    :   Areas outside of the image are filled with the closest boundary pixel in the image.

    Repeat:
    :   Areas outside of the image are filled with repetitions of the image.
user: Explain Tabs in complete detail according to the official Blender documentation.

assistant: [image reference removed]

Top: Horizontal Tab header in the Topbar.
Bottom: Vertical Tab header shows tab icons in the Properties.

Tabs are used to control overlapping sections in the user interface.
The content of only one Tab is visible at a time.
Tabs are listed in a *Tab header*, which can be horizontal or vertical.

### Switching/Cycling

Vertical tabs can be switched with `Ctrl`-`Wheel` from anywhere in the tab.
You can also cycle through tabs with `Ctrl`-`Tab` and
`Shift`-`Ctrl`-`Tab`, or press down `LMB` and move the mouse over the tab header icons.
Pressing `NumpadPeriod` scrolls to the active tab in case it is out of view.

Note, these shortcuts does not apply to Workspace tabs; see [Workspace controls](workspaces.html#workspaces-controls).
user: What is Asset Catalogs and how is it used in Blender Python scripting?

assistant: # Asset Catalogs

Asset Catalogs help you to organize your assets. They look a little bit like file directories,
but they are completely independent of the location of your blend-files.
Assign each asset in a blend-file to its own catalog, or have one big catalog
with all the assets of all the blend-files combined. It’s all up to you.

Similar to [Collections](../../scene_layout/collections/collections.html), catalogs can be nested
i.e. you can have a main catalog that contains several nested catalogs.
For example, this allows you to have a catalog of assets for “Furniture”
with sub-catalogs of “Tables”, “Chairs”, “Lamps”, etc…

For more technical information,
see [Asset Catalogs on the Blender Developer Documentation](https://developer.blender.org/docs/features/asset_system/backend/asset_catalogs/).

[[image reference removed]](../../_images/asset-browser-catalogs.png)

Example file system and catalog structures.

[[image reference removed]](../../_images/asset-browser-catalogs_dark.png)

Example file system and catalog structures.
user: Describe Toggle Cyclic from the Blender manual or Python API, including usage steps and snippets.

assistant: Opens a popover menu with the options *Cyclic U* and *Cyclic V*. The surface is made
cyclic (closed) or non-cyclic (open) in the corresponding direction.

If a surface is cyclic, the last row or column of its control point grid is connected
back to the first. A cylinder is cyclic along either the U or V direction, while
a sphere is cyclic along both.
user: Explain Options in complete detail according to the official Blender documentation.

assistant: As the modifier is only a container its actual options can be configured in the *Physics Properties* tab.
See the [Collision Physics Properties](../../../physics/cloth/settings/index.xhtml) for more information.
user: Provide the full official documentation entry for Examples, preserving all code examples.

assistant: Simple example showing two closed edge loops.

|  |  |
| --- | --- |
| <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_simple-before.png>   Input. | <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_simple-after.png>   Bridge result. |

Example of the Bridge tool between edge loops with different numbers of vertices.

|  |  |
| --- | --- |
| <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_uneven-before.png>   Input. | <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_uneven-after.png>   Bridge result. |

Example using the Bridge tool to cut holes in face selections and connect them.

|  |  |
| --- | --- |
| <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_faces-before.png>   Input. | <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_faces-after.png>   Bridge result. |

Example showing how Bridge tool can detect multiple loops and connect them in one step.

|  |  |
| --- | --- |
| <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_multi-before.png>   Input. | <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_multi-after.png>   Bridge result. |

Example of the subdivision option and surface blending with UVs.

|  |  |
| --- | --- |
| <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_advanced-before.png>   Input. | <../../../../_images/modeling_meshes_editing_edge_bridge-edge-loops_advanced-after.png>   Bridge result. |
user: How do I use FunctionNodeInvertMatrix(FunctionNode) in Blender? Include parameters, examples, warnings and best practices.

assistant: # FunctionNodeInvertMatrix(FunctionNode)

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

*class* bpy.types.FunctionNodeInvertMatrix(*FunctionNode*)
:   Compute the inverse of the given matrix, if one exists

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

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

Scale
:   Overall texture scale.

Distortion
:   Amount of distortion of the wave.

Detail
:   Amount of distortion noise detail.

Detail Scale
:   Scale of distortion noise.

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

Phase Offset
:   Position of the wave along the *Bands Direction*.
    This can be used as an input for more control over the distortion.
user: Provide the full official documentation entry for OpenVDB File, preserving all code examples.

assistant: File Path
:   The VDB file to use.

Sequence
:   Loads further VDB files, one for each frame in an animation. Much like with image sequences,
    all the files should have a numerical suffix in their name; so if you selected smoke-000.vdb
    in the *File Path*, there should be a smoke-001.vdb, a smoke-002.vdb and so on.

    Frames
    :   How many frames of the sequence to use.

    Start
    :   Scene frame at which the sequence should start.

    Offset
    :   How many frames of the sequence to skip at the beginning.

    Mode
    :   How the volume should behave before the sequence’s first frame (*Start*) and after its
        last (*Start* + *Frames*).

        Clip:
        :   Show nothing.

        Extend:
        :   Keep showing the first/last frame of the sequence.

        Repeat:
        :   Play the sequence again (and again, and again…).

        Ping-Pong:
        :   Play the sequence forwards, then backwards, then forwards again and so on.
user: What is Multiple Importance Sampling and how is it used in Blender Python scripting?

assistant: Materials with emission shaders can be configured to use
Multiple Importance Sampling ([Material Settings](../material_settings.html)).
This means that they will get rays sent directly towards them,
rather than ending up there based on rays randomly bouncing around.
For very bright mesh light sources, this can reduce noise significantly.
However, when the emission is not particularly bright,
this will take samples away from other brighter light sources for which it is important to find them this way.

The optimal setting here is difficult to guess; it may be a matter of trial and error,
but often it is clear that a somewhat glowing object may be only contributing light locally,
while a mesh light used as a light would need this option enabled.
Here is an example where the emissive spheres contribute little to the lighting,
and the image renders with slightly less noise by disabling Multiple Importance on them.

|  |  |
| --- | --- |
| <../../../_images/render_cycles_optimizations_reducing-noise_sample-lamp.jpg>   Multiple Importance off. | <../../../_images/render_cycles_optimizations_reducing-noise_no-sample-lamp.jpg>   Multiple Importance on. |

The world background also has a *Multiple Importance* ([Settings](../world_settings.html#render-cycles-integrator-world-settings)) option.
This is mostly useful for environment maps that have small bright spots in them, rather than being smooth.
This option will then, in a preprocess, determine the bright spots, and send light rays directly towards them. Again,
enabling this option may take samples away from more important light sources if it is not needed.
user: Give a detailed overview of Bpy.Types.Compositornodedefocus: syntax, arguments, return values, common patterns.

assistant: CompositorNodeDefocus.is_registered_node_type() CompositorNodeDefocus.input_template() CompositorNodeDefocus.output_template() CompositorNodeDefocus.update() CompositorNodeDefocus.bl_rna_get_subclass() CompositorNodeDefocus.bl_rna_get_subclass_py() Inherited Properties Inherited Functions
user: Explain Inputs in complete detail according to the official Blender documentation.

assistant: Value
:   The values the minimum and maximum will be calculated from

Group ID
:   An index used to group values together for multiple separate averages.
    This can be thought of as a choice of the “bin” in which to place each value.
    This input has no effect when it is only a single value.
user: Give a detailed overview of CompositorNodeInvert(CompositorNode): syntax, arguments, return values, common patterns.

assistant: # CompositorNodeInvert(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.CompositorNodeInvert(*CompositorNode*)
:   Invert colors, producing a negative

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

assistant: [image reference removed]

The Armature modifier.

Object
:   The name of the armature object used by this modifier.

Vertex Group
:   The name of a vertex group of the object, the weights of which will be used to determine the influence of this
    Armature Modifier’s result when mixing it with the results from other *Armature* ones.

    Only meaningful when having at least two of these modifiers on the same object,
    with *Multi Modifier* activated.

    Invert
    :   Inverts the influence set by the vertex group defined in previous setting
        (i.e. reverses the weight values of this group).

Bind to
:   Vertex Groups
    :   When enabled, bones of a given name will deform points which belong to
        [vertex groups](../../../modeling/meshes/properties/vertex_groups/index.xhtml) of the same name.
        E.g. a bone named “forearm”, will only affect the points in the “forearm” vertex group.

        The influence of one bone on a given point is controlled by the weight of this point in the relevant group.
        A much more precise method than *Bone Envelopes*, but also generally longer to set up.

    Bone Envelopes
    :   When enabled, bones will deform points or control points near them,
        defined by each bone’s envelope radius and distance.
        Enable/Disable bone [envelopes](../../../animation/armatures/bones/properties/deform.xhtml#armature-bones-envelope) defining the deformation
        (i.e. bones deform points in their neighborhood).
user: Give a detailed overview of Saving Catalogs: syntax, arguments, return values, common patterns.

assistant: Saving catalogs makes any edits to any catalogs permanent by writing the current set up to the asset library.
Catalogs can be saved in the [Asset Browser](../../editors/asset_browser.html)
through Header ‣ Catalog ‣ Save Asset Catalog.
Once the catalog is created you can double `LMB` on it’s name
Catalogs can also be saved in the *Source List* region of the editor
by clicking the save icon found at the top of the tree view.
user: Explain Geometry in complete detail according to the official Blender documentation.

assistant: Display UVs
:   Show the active UV map as an overlay in the UV Editor.

UV Face Opacity
:   Adjust the opacity of face fill colors in UV overlays.

UV Opacity Edit Mode
:   Opacity of edges and faces.

Display As Edit Mode
:   Control how edges are shown.

    Outline:
    :   Display edges in gray with a black outline.

    Dash:
    :   Display edges as dashed black-gray lines.

    Black:
    :   Display edges in black.

    White:
    :   Display edges in white.

Modified Edges Edit Mode
:   Additionally show the edges as they look after applying modifiers (in gray).

Faces Edit Mode
:   Display faces over the image.
user: How do I use Options in Blender? Include parameters, examples, warnings and best practices.

assistant: Steps
:   Specifies how many copies will be extruded along the “sweep”.

Angle
:   Specifies the angle “swept” by this tool, in degrees (e.g. set it to 180 for half a turn).

Auto Merge
:   Automatically merges the first a last duplicates,
    if they make a full revolution which results in overlapping geometry.

Flip Normals
:   Reverses the [Normal’s](../../../glossary/index.xhtml#term-Normal) direction for any resulting geometry.

Center X, Y, Z
:   Specifies the center of the spin. By default it uses the cursor position.

Axis X, Y, Z
:   Specify the spin axis as a vector. By default it uses the view axis (viewport).
user: Provide the full official documentation entry for DynamicPaintSurfaces(bpy_struct), preserving all code examples.

assistant: # DynamicPaintSurfaces(bpy_struct)

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

*class* bpy.types.DynamicPaintSurfaces(*bpy_struct*)
:   Collection of Dynamic Paint Canvas surfaces

    active
    :   Active Dynamic Paint surface being displayed

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

    active_index
    :   Type:
        :   int in [0, inf], default 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: How do I use NoiseTexture(Texture) in Blender? Include parameters, examples, warnings and best practices.

assistant: # NoiseTexture(Texture)

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

*class* bpy.types.NoiseTexture(*Texture*)
:   Procedural noise texture

    users_material
    :   Materials that use this texture

        Type:
        :   tuple of [`Material`](bpy.types.Material.html#bpy.types.Material "bpy.types.Material")

        (readonly)

    users_object_modifier
    :   Object modifiers that use this texture

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

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

assistant: # Fluid Modifier

The Fluid modifier is a container for a [Fluid Physics](../../../physics/fluid/index.xhtml) simulation. It can be useful
for example, to simulate on a low-poly mesh then add a [Subdivision Surface Modifier](../generate/subdivision_surface.xhtml)
after the Fluid modifier to improve the visual quality of the fluid without drastically increasing simulation times.
user: Provide the full official documentation entry for GPU Matrix Utilities (gpu.matrix), preserving all code examples.

assistant: # GPU Matrix Utilities (gpu.matrix)

This module provides access to the matrix stack.

gpu.matrix.get_model_view_matrix()
:   Return a copy of the model-view matrix.

    Returns:
    :   A 4x4 view matrix.

    Return type:
    :   [`mathutils.Matrix`](mathutils.html#mathutils.Matrix "mathutils.Matrix")

gpu.matrix.get_normal_matrix()
:   Return a copy of the normal matrix.

    Returns:
    :   A 3x3 normal matrix.

    Return type:
    :   [`mathutils.Matrix`](mathutils.html#mathutils.Matrix "mathutils.Matrix")

gpu.matrix.get_projection_matrix()
:   Return a copy of the projection matrix.

    Returns:
    :   A 4x4 projection matrix.

    Return type:
    :   [`mathutils.Matrix`](mathutils.html#mathutils.Matrix "mathutils.Matrix")

gpu.matrix.load_identity()
:   Load an identity matrix into the stack.

gpu.matrix.load_matrix(*matrix*)
:   Load a matrix into the stack.

    Parameters:
    :   **matrix** ([`mathutils.Matrix`](mathutils.html#mathutils.Matrix "mathutils.Matrix")) – A 4x4 matrix.

gpu.matrix.load_projection_matrix(*matrix*)
:   Load a projection matrix into the stack.

    Parameters:
    :   **matrix** ([`mathutils.Matrix`](mathutils.html#mathutils.Matrix "mathutils.Matrix")) – A 4x4 matrix.

gpu.matrix.multiply_matrix(*matrix*)
:   Multiply the current stack matrix.

    Parameters:
    :   **matrix** ([`mathutils.Matrix`](mathutils.html#mathutils.Matrix "mathutils.Matrix")) – A 4x4 matrix.

gpu.matrix.pop()
:   Remove the last model-view matrix from the stack.

gpu.matrix.pop_projection()
:   Remove the last projection matrix from the stack.

gpu.matrix.push()
:   Add to the model-view matrix stack.

gpu.matrix.push_pop()
:   Context manager to ensure balanced push/pop calls, even in the case of an error.

gpu.matrix.push_pop_projection()
:   Context manager to ensure balanced push/pop calls, even in the case of an error.

gpu.matrix.push_projection()
:   Add to the projection matrix stack.

gpu.matrix.reset()
:   Empty stack and set to identity.

gpu.matrix.scale(*scale*)
:   Scale the current stack matrix.

    Parameters:
    :   **scale** (*Sequence**[**float**]*) – Scale the current stack matrix with 2 or 3 floats.

gpu.matrix.scale_uniform(*scale*)
:   Parameters:
    :   **scale** (*float*) – Scale the current stack matrix.

gpu.matrix.translate(*offset*)
:   Scale the current stack matrix.

    Parameters:
    :   **offset** (*Sequence**[**float**]*) – Translate the current stack matrix with 2 or 3 floats.
user: How do I use References in Blender? Include parameters, examples, warnings and best practices.

assistant: |  |  |
| --- | --- |
| - [`GeometryNodeViewer.active_item`](bpy.types.GeometryNodeViewer.html#bpy.types.GeometryNodeViewer.active_item "bpy.types.GeometryNodeViewer.active_item") - [`GeometryNodeViewer.viewer_items`](bpy.types.GeometryNodeViewer.html#bpy.types.GeometryNodeViewer.viewer_items "bpy.types.GeometryNodeViewer.viewer_items") | - [`NodeGeometryViewerItems.new`](bpy.types.NodeGeometryViewerItems.html#bpy.types.NodeGeometryViewerItems.new "bpy.types.NodeGeometryViewerItems.new") - [`NodeGeometryViewerItems.remove`](bpy.types.NodeGeometryViewerItems.html#bpy.types.NodeGeometryViewerItems.remove "bpy.types.NodeGeometryViewerItems.remove") |
user: Describe Displace Geometry Node from the Blender manual or Python API, including usage steps and snippets.

assistant: # Displace Geometry Node

[image reference removed]

The *Displace Geometry* node moves geometry elements along a specified direction or vector,
offsetting their positions to create deformations or surface displacements.
It can be used to apply procedural surface detail, simulate wave-like motion, or modify
shapes based on fields such as textures or vertex attributes.
user: Provide the full official documentation entry for Node Compositor Interpolation Items, preserving all code examples.

assistant: # Node Compositor Interpolation Items

NEAREST:
:   Nearest.

    Use Nearest interpolation.

BILINEAR:
:   Bilinear.

    Use Bilinear interpolation.

BICUBIC:
:   Bicubic.

    Use Cubic B-Spline interpolation.

ANISOTROPIC:
:   Anisotropic.

    Use Anisotropic interpolation.
user: Give a detailed overview of Quick Start: syntax, arguments, return values, common patterns.

assistant: Open the Command Prompt, go to the directory where Blender is installed,
and then run Blender:

```
cd c:\<blender installation directory>
blender
```

You can also add the Blender folder to your system `PATH` so that you do not have to `cd` to it each time.
user: How do I use Properties in Blender? Include parameters, examples, warnings and best practices.

assistant: Mode
:   Determines how to choose which layers are merged.

    By Name:
    :   Combine all layers which have the same name.

    By Group ID:
    :   Provide a custom group ID for each layer and all layers with the same ID will be merged into one.
user: Give a detailed overview of References: syntax, arguments, return values, common patterns.

assistant: |  |  |
| --- | --- |
| - [`GreasePencil.attributes`](bpy.types.GreasePencil.html#bpy.types.GreasePencil.attributes "bpy.types.GreasePencil.attributes") | - [`GreasePencil.color_attributes`](bpy.types.GreasePencil.html#bpy.types.GreasePencil.color_attributes "bpy.types.GreasePencil.color_attributes") |
user: Describe Attributes from the Blender manual or Python API, including usage steps and snippets.

assistant: The *Attributes* panel contains different hair characteristics such as the position and color of hair strands.

Use the [List View](../../interface/controls/templates/list_view.xhtml#ui-list-view) to manage attributes.
user: How do I use Influence in Blender? Include parameters, examples, warnings and best practices.

assistant: These parameters modulate the intensity of the light depending on the shader type.
These are meant for artistic control, and any value other than 1.0 breaks
PBR rules.

Diffuse
:   Diffuse reflection intensity multiplier.

Glossy
:   Glossy light intensity multiplier.

Transmission
:   Transmission light intensity multiplier.

Volume Scatter
:   Volume light intensity multiplier.
user: Provide the full official documentation entry for Physically Based Shading, preserving all code examples.

assistant: The material system is built with physically-based rendering in mind,
separating how a material looks and which rendering algorithm is used to render it.
This makes it easier to achieve realistic results and balanced lighting,
though there are a few things to keep in mind.

In order for materials to work well with global illumination, they should be energy conserving.
That means they cannot reflect more light than comes in.
This property is not strictly enforced, but if colors are in the range 0.0 to 1.0, and
BSDFs are only mixed together with
the Mix Shader node, this will automatically be true.

It is however, possible to break this,
with color values higher than 1.0 or using the Add Shader node, but one must be careful when
doing this to keep materials behaving predictably under various lighting conditions.
user: Provide the full official documentation entry for Material, preserving all code examples.

assistant: # Material

The *Material* modifier alters the base property with a new one taken from a given range mapped on
the current material under the stroke.

You can use various properties of the materials, among which many are mono-component
(i.e. give black-and-white results). In this case for the color modifier, an optional color ramp can be used to
map these gray-scale values to colored ones.
In the reverse case properties of the materials, which are multi-components
(i.e. give RGB results) the mean value will be used for Alpha and Thickness modifiers.

If used with the *Split by Material* option in the *Stroke* tab,
the result will not be blurred between materials along the strokes.

[[image reference removed]](../../../../../../_images/render_freestyle_parameter-editor_line-style_modifiers_color_material_example.png)

Material modifiers demo by T.K.
([blend-file](https://archive.blender.org/wiki/2015/index.php/File:Lilies_Color_Material.zip)).
user: Show practical ways to work with Selection in a Blender add-on or script – include code.

assistant: |  |  |
| --- | --- |
| `LMB` | Select |
| `Ctrl`-`A` | Select All |
| `Shift`-`Ctrl`-`A` | Deselect All |
| `Ctrl`-`I` | Select Inverse |
| `Up` | Select More |
| `Down` | Select Less |
| Double `LMB` | Select Loop |
| Double `Alt`-`LMB` | Select Ring |
| `Ctrl` `L` | Select Linked |
user: Describe Boid Operators from the Blender manual or Python API, including usage steps and snippets.

assistant: # Boid Operators

bpy.ops.boid.rule_add(*\**, *type='GOAL'*)
:   Add a boid rule to the current boid state

    Parameters:
    :   **type** (enum in [Boidrule Type Items](bpy_types_enum_items/boidrule_type_items.html#rna-enum-boidrule-type-items), (optional)) – Type

bpy.ops.boid.rule_del()
:   Delete current boid rule

bpy.ops.boid.rule_move_down()
:   Move boid rule down in the list

bpy.ops.boid.rule_move_up()
:   Move boid rule up in the list

bpy.ops.boid.state_add()
:   Add a boid state to the particle system

bpy.ops.boid.state_del()
:   Delete current boid state

bpy.ops.boid.state_move_down()
:   Move boid state down in the list

bpy.ops.boid.state_move_up()
:   Move boid state up in the list
user: What is Bpy.Types.Kinematicconstraint and how is it used in Blender Python scripting?

assistant: n_x KinematicConstraint.lock_location_y KinematicConstraint.lock_location_z KinematicConstraint.lock_rotation_x KinematicConstraint.lock_rotation_y KinematicConstraint.lock_rotation_z KinematicConstraint.orient_weight KinematicConstraint.pole_angle KinematicConstraint.pole_subtarget KinematicConstraint.pole_target KinematicConstraint.reference_axis KinematicConstraint.subtarget KinematicConstraint.target KinematicConstraint.use_location KinematicConstraint.use_rotation KinematicConstraint.use_stretch KinematicConstraint.use_tail KinematicConstraint.weight KinematicConstraint.bl_rna_get_subclass() KinematicConstraint.bl_rna_get_subclass_py() Inherited Properties Inherited Functions