[User] Explain Bpy.Types.Modifierviewerpathelem in complete detail according to the official Blender documentation.

[Assistant] ModifierViewerPathElem(ViewerPathElem) - Blender Python API Contents Menu Expand Light mode Dark mode Auto light/dark, in light mode Auto light/dark, in dark mode Hide navigation sidebar Hide table of contents sidebar Skip to content Toggle site navigation sidebar Blender Python API Toggle Light / Dark / Auto color theme Toggle table of contents sidebar Blender Python API Documentation Quickstart API Overview API Reference Usage Best Practice Tips and Tricks Gotchas Toggle navigation of Gotchas Troubleshooting Errors & Crashes Python Threads are Not Supported Internal Data & Their Python Objects Using Operators Modes and Mesh Access Bones & Armatures File Paths & String Encoding Advanced Toggle navigation of Advanced Blender as a Python Module Change Log Application Modules Context Access (bpy.context) Data Access (bpy.data) Message Bus (bpy.msgbus) Operators (bpy.ops) Toggle navigation of Operators (bpy.ops) Action Operators Anim Operators Armature Operators Asset 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AttributeGroupPointCloud(bpy_struct) BakeSettings(bpy_struct) BevelModifier(Modifier) BezierSplinePoint(bpy_struct) BlendData(bpy_struct) BlendDataActions(bpy_struct) BlendDataAnnotations(bpy_struct) BlendDataArmatures(bpy_struct) BlendDataBrushes(bpy_struct) BlendDataCacheFiles(bpy_struct) BlendDataCameras(bpy_struct) BlendDataCollections(bpy_struct) BlendDataCurves(bpy_struct) BlendDataFonts(bpy_struct) BlendDataGreasePencilsV3(bpy_struct) BlendDataHairCurves(bpy_struct) BlendDataImages(bpy_struct) BlendDataLattices(bpy_struct) BlendDataLibraries(bpy_struct) BlendDataLights(bpy_struct) BlendDataLineStyles(bpy_struct) BlendDataMasks(bpy_struct) BlendDataMaterials(bpy_struct) BlendDataMeshes(bpy_struct) BlendDataMetaBalls(bpy_struct) BlendDataMovieClips(bpy_struct) BlendDataNodeTrees(bpy_struct) BlendDataObjects(bpy_struct) BlendDataPaintCurves(bpy_struct) BlendDataPalettes(bpy_struct) BlendDataParticles(bpy_struct) BlendDataPointClouds(bpy_struct) BlendDataProbes(bpy_struct) 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BooleanModifier(Modifier) BrightContrastModifier(StripModifier) Brush(ID) BrushCapabilities(bpy_struct) BrushCapabilitiesImagePaint(bpy_struct) BrushCapabilitiesSculpt(bpy_struct) BrushCapabilitiesVertexPaint(bpy_struct) BrushCapabilitiesWeightPaint(bpy_struct) BrushCurvesSculptSettings(bpy_struct) BrushGpencilSettings(bpy_struct) BrushTextureSlot(TextureSlot) BuildModifier(Modifier) ByteColorAttribute(Attribute) ByteColorAttributeValue(bpy_struct) ByteIntAttribute(Attribute) ByteIntAttributeValue(bpy_struct) CLIP_UL_tracking_objects(UIList) CURVES_UL_attributes(UIList) CacheFile(ID) CacheFileLayer(bpy_struct) CacheFileLayers(bpy_struct) CacheObjectPath(bpy_struct) CacheObjectPaths(bpy_struct) Camera(ID) CameraBackgroundImage(bpy_struct) CameraBackgroundImages(bpy_struct) CameraDOFSettings(bpy_struct) CameraSolverConstraint(Constraint) CameraStereoData(bpy_struct) CastModifier(Modifier) ChannelDriverVariables(bpy_struct) ChildOfConstraint(Constraint) ChildParticle(bpy_struct) 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[User] Give a detailed overview of Hints: syntax, arguments, return values, common patterns.

[Assistant]
Many modeling tasks involve creating objects that are symmetrical.
This modifier offers a simple and efficient way to do this, with real-time update of the mirror as you edit it.
Once your modeling is completed you can either click *Apply* to make a real version of your mesh,
or leave it as-is for future editing.

### Accurately Positioning the Mirror Plane

To apply a *Mirror* modifier, it is common to have to move the object’s origin onto
the edge or face that is to be the axis for mirroring.
This can be tricky when attempted visually.

A good technique to achieve an exact position is
to select the edge, then [snap](../../../editors/3dview/controls/snapping.html) *Cursor to Selection*.
This will position the 3D Cursor in the center of the edge.
Finally, use the [Set Origin](../../../scene_layout/object/origin.html#bpy-ops-object-origin-set) menu, and select *Origin to 3D Cursor*.
This will move the object’s origin (and thus, the mirror plane) to where the 3D cursor is located,
and the mirroring will be exact.

An alternative is to use an empty as a *Mirror Object* that you move to the correct position.


[User] Explain Noise in complete detail according to the official Blender documentation.

[Assistant]
# Noise

[image reference removed]

Noise Texture panel.

Although this looks great, it is not Perlin Noise! This is a true, randomly generated Noise.
This gives a different result every time, for every frame, for every pixel.


[User] Explain Scatter on Surface Node in complete detail according to the official Blender documentation.

[Assistant]
# Scatter on Surface Node

[image reference removed]

The *Scatter on Surface* node distributes points or instances across the surface of a mesh.
It provides flexible control over how elements are placed using density, randomization,
and Poisson disk sampling.
This node is useful for procedural scattering of objects such as grass, rocks, or debris
on terrain or any other surface.


[User] Explain Bpy.Types.Greasepencilweightanglemodifier in complete detail according to the official Blender documentation.

[Assistant] GreasePencilWeightAngleModifier(Modifier) - Blender Python API Contents Menu Expand Light mode Dark mode Auto light/dark, in light mode Auto light/dark, in dark mode Hide navigation sidebar Hide table of contents sidebar Skip to content Toggle site navigation sidebar Blender Python API Toggle Light / Dark / Auto color theme Toggle table of contents sidebar Blender Python API Documentation Quickstart API Overview API Reference Usage Best Practice Tips and Tricks Gotchas Toggle navigation of Gotchas Troubleshooting Errors & Crashes Python Threads are Not Supported Internal Data & Their Python Objects Using Operators Modes and Mesh Access Bones & Armatures File Paths & String Encoding Advanced Toggle navigation of Advanced Blender as a Python Module Change Log Application Modules Context Access (bpy.context) Data Access (bpy.data) Message Bus (bpy.msgbus) Operators (bpy.ops) Toggle navigation of Operators (bpy.ops) Action Operators Anim Operators Armature Operators Asset 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BlendDataScenes(bpy_struct) BlendDataScreens(bpy_struct) BlendDataSounds(bpy_struct) BlendDataSpeakers(bpy_struct) BlendDataTexts(bpy_struct) BlendDataTextures(bpy_struct) BlendDataVolumes(bpy_struct) BlendDataWindowManagers(bpy_struct) BlendDataWorkSpaces(bpy_struct) BlendDataWorlds(bpy_struct) BlendFileColorspace(bpy_struct) BlendImportContext(bpy_struct) BlendImportContextItem(bpy_struct) BlendImportContextItems(bpy_struct) BlendImportContextLibraries(bpy_struct) BlendImportContextLibrary(bpy_struct) BlendTexture(Texture) BlenderRNA(bpy_struct) BoidRule(bpy_struct) BoidRuleAverageSpeed(BoidRule) BoidRuleAvoid(BoidRule) BoidRuleAvoidCollision(BoidRule) BoidRuleFight(BoidRule) BoidRuleFollowLeader(BoidRule) BoidRuleGoal(BoidRule) BoidSettings(bpy_struct) BoidState(bpy_struct) Bone(bpy_struct) BoneCollection(bpy_struct) BoneCollectionMemberships(bpy_struct) BoneCollections(bpy_struct) BoneColor(bpy_struct) BoolAttribute(Attribute) BoolAttributeValue(bpy_struct) BoolProperty(Property) BooleanModifier(Modifier) BrightContrastModifier(StripModifier) Brush(ID) BrushCapabilities(bpy_struct) BrushCapabilitiesImagePaint(bpy_struct) BrushCapabilitiesSculpt(bpy_struct) BrushCapabilitiesVertexPaint(bpy_struct) BrushCapabilitiesWeightPaint(bpy_struct) BrushCurvesSculptSettings(bpy_struct) BrushGpencilSettings(bpy_struct) BrushTextureSlot(TextureSlot) BuildModifier(Modifier) ByteColorAttribute(Attribute) ByteColorAttributeValue(bpy_struct) ByteIntAttribute(Attribute) ByteIntAttributeValue(bpy_struct) CLIP_UL_tracking_objects(UIList) CURVES_UL_attributes(UIList) CacheFile(ID) CacheFileLayer(bpy_struct) CacheFileLayers(bpy_struct) CacheObjectPath(bpy_struct) CacheObjectPaths(bpy_struct) Camera(ID) CameraBackgroundImage(bpy_struct) CameraBackgroundImages(bpy_struct) CameraDOFSettings(bpy_struct) CameraSolverConstraint(Constraint) CameraStereoData(bpy_struct) CastModifier(Modifier) ChannelDriverVariables(bpy_struct) ChildOfConstraint(Constraint) ChildParticle(bpy_struct) ClampToConstraint(Constraint) ClothCollisionSettings(bpy_struct) ClothModifier(Modifier) ClothSettings(bpy_struct) ClothSolverResult(bpy_struct) CloudsTexture(Texture) Collection(ID) CollectionChild(bpy_struct) CollectionChildren(bpy_struct) CollectionExport(bpy_struct) CollectionExports(bpy_struct) CollectionLightLinking(bpy_struct) CollectionObject(bpy_struct) CollectionObjects(bpy_struct) CollectionProperty(Property) CollisionModifier(Modifier) CollisionSettings(bpy_struct) ColorBalanceModifier(StripModifier) ColorManagedDisplaySettings(bpy_struct) ColorManagedInputColorspaceSettings(bpy_struct) ColorManagedSequencerColorspaceSettings(bpy_struct) ColorManagedViewSettings(bpy_struct) ColorMapping(bpy_struct) ColorMixStrip(EffectStrip) ColorRamp(bpy_struct) ColorRampElement(bpy_struct) ColorRampElements(bpy_struct) ColorStrip(EffectStrip) CompositorNode(NodeInternal) CompositorNodeAlphaOver(CompositorNode) CompositorNodeAntiAliasing(CompositorNode) CompositorNodeBilateralblur(CompositorNode) CompositorNodeBlur(CompositorNode) CompositorNodeBokehBlur(CompositorNode) CompositorNodeBokehImage(CompositorNode) CompositorNodeBoxMask(CompositorNode) CompositorNodeBrightContrast(CompositorNode) CompositorNodeChannelMatte(CompositorNode) CompositorNodeChromaMatte(CompositorNode) CompositorNodeColorBalance(CompositorNode) CompositorNodeColorCorrection(CompositorNode) CompositorNodeColorMatte(CompositorNode) CompositorNodeColorSpill(CompositorNode) CompositorNodeCombineColor(CompositorNode) CompositorNodeConvertColorSpace(CompositorNode) CompositorNodeConvertToDisplay(CompositorNode) CompositorNodeConvolve(CompositorNode) CompositorNodeCornerPin(CompositorNode) CompositorNodeCrop(CompositorNode) CompositorNodeCryptomatte(CompositorNode) CompositorNodeCryptomatteV2(CompositorNode) CompositorNodeCurveRGB(CompositorNode) CompositorNodeCustomGroup(CompositorNode) CompositorNodeDBlur(CompositorNode) CompositorNodeDefocus(CompositorNode) CompositorNodeDenoise(CompositorNode) CompositorNodeDespeckle(CompositorNode) CompositorNodeDiffMatte(CompositorNode) CompositorNodeDilateErode(CompositorNode) CompositorNodeDisplace(CompositorNode) CompositorNodeDistanceMatte(CompositorNode) CompositorNodeDoubleEdgeMask(CompositorNode) CompositorNodeEllipseMask(CompositorNode) CompositorNodeExposure(CompositorNode) CompositorNodeFilter(CompositorNode) CompositorNodeFlip(CompositorNode) CompositorNodeGamma(CompositorNode) CompositorNodeGlare(CompositorNode) CompositorNodeGroup(CompositorNode) CompositorNodeHueCorrect(CompositorNode) CompositorNodeHueSat(CompositorNode) CompositorNodeIDMask(CompositorNode) CompositorNodeImage(CompositorNode) CompositorNodeImageCoordinates(CompositorNode) CompositorNodeImageInfo(CompositorNode) CompositorNodeInpaint(CompositorNode) CompositorNodeInvert(CompositorNode) CompositorNodeKeying(CompositorNode) CompositorNodeKeyingScreen(CompositorNode) CompositorNodeKuwahara(CompositorNode) CompositorNodeLensdist(CompositorNode) CompositorNodeLevels(CompositorNode) CompositorNodeLumaMatte(CompositorNode) CompositorNodeMapUV(CompositorNode) CompositorNodeMask(CompositorNode) CompositorNodeMovieClip(CompositorNode) CompositorNodeMovieDistortion(CompositorNode) CompositorNodeNormal(CompositorNode) CompositorNodeNormalize(CompositorNode) CompositorNodeOutputFile(CompositorNode) CompositorNodePixelate(CompositorNode) CompositorNodePlaneTrackDeform(CompositorNode) CompositorNodePosterize(CompositorNode) CompositorNodePremulKey(CompositorNode) CompositorNodeRGB(CompositorNode) CompositorNodeRGBToBW(CompositorNode) CompositorNodeRLayers(CompositorNode) CompositorNodeRelativeToPixel(CompositorNode) CompositorNodeRotate(CompositorNode) CompositorNodeScale(CompositorNode) CompositorNodeSceneTime(CompositorNode) CompositorNodeSeparateColor(CompositorNode) CompositorNodeSetAlpha(CompositorNode) CompositorNodeSplit(CompositorNode) CompositorNodeStabilize(CompositorNode) CompositorNodeSwitch(CompositorNode) CompositorNodeSwitchView(CompositorNode) CompositorNodeTime(CompositorNode) CompositorNodeTonemap(CompositorNode) CompositorNodeTrackPos(CompositorNode) CompositorNodeTransform(CompositorNode) CompositorNodeTranslate(CompositorNode) CompositorNodeTree(NodeTree) CompositorNodeVecBlur(CompositorNode) CompositorNodeViewer(CompositorNode) CompositorNodeZcombine(CompositorNode) ConsoleLine(bpy_struct) Constraint(bpy_struct) ConstraintTarget(bpy_struct) ConstraintTargetBone(bpy_struct) Context(bpy_struct) CopyLocationConstraint(Constraint) CopyRotationConstraint(Constraint) CopyScaleConstraint(Constraint) CopyTransformsConstraint(Constraint) CorrectiveSmoothModifier(Modifier) CrossStrip(EffectStrip) CryptomatteEntry(bpy_struct) Curve(ID) CurveMap(bpy_struct) CurveMapPoint(bpy_struct) CurveMapPoints(bpy_struct) CurveMapping(bpy_struct) CurveModifier(Modifier) CurvePaintSettings(bpy_struct) CurvePoint(bpy_struct) CurveProfile(bpy_struct) CurveProfilePoint(bpy_struct) CurveProfilePoints(bpy_struct) CurveSlice(bpy_struct) CurveSplines(bpy_struct) Curves(ID) CurvesModifier(StripModifier) CurvesSculpt(Paint) DATA_UL_bone_collections(UIList) DampedTrackConstraint(Constraint) DataTransferModifier(Modifier) DecimateModifier(Modifier) Depsgraph(bpy_struct) DepsgraphObjectInstance(bpy_struct) DepsgraphUpdate(bpy_struct) DisplaceModifier(Modifier) DisplaySafeAreas(bpy_struct) DistortedNoiseTexture(Texture) DopeSheet(bpy_struct) Driver(bpy_struct) DriverTarget(bpy_struct) DriverVariable(bpy_struct) DynamicPaintBrushSettings(bpy_struct) DynamicPaintCanvasSettings(bpy_struct) DynamicPaintModifier(Modifier) DynamicPaintSurface(bpy_struct) DynamicPaintSurfaces(bpy_struct) EQCurveMappingData(bpy_struct) EdgeSplitModifier(Modifier) EditBone(bpy_struct) EffectStrip(Strip) EffectorWeights(bpy_struct) EnumProperty(Property) EnumPropertyItem(bpy_struct) EvaluateClosureNodeViewerPathElem(ViewerPathElem) Event(bpy_struct) ExplodeModifier(Modifier) FCurve(bpy_struct) FCurveKeyframePoints(bpy_struct) FCurveModifiers(bpy_struct) FCurveSample(bpy_struct) FFmpegSettings(bpy_struct) FILEBROWSER_UL_dir(UIList) FModifier(bpy_struct) FModifierCycles(FModifier) FModifierEnvelope(FModifier) FModifierEnvelopeControlPoint(bpy_struct) FModifierEnvelopeControlPoints(bpy_struct) FModifierFunctionGenerator(FModifier) FModifierGenerator(FModifier) FModifierLimits(FModifier) FModifierNoise(FModifier) FModifierStepped(FModifier) FieldSettings(bpy_struct) FileAssetSelectIDFilter(bpy_struct) FileAssetSelectParams(FileSelectParams) FileBrowserFSMenuEntry(bpy_struct) FileHandler(bpy_struct) FileSelectEntry(bpy_struct) FileSelectIDFilter(bpy_struct) FileSelectParams(bpy_struct) Float2Attribute(Attribute) Float2AttributeValue(bpy_struct) Float4x4Attribute(Attribute) Float4x4AttributeValue(bpy_struct) FloatAttribute(Attribute) FloatAttributeValue(bpy_struct) FloatColorAttribute(Attribute) FloatColorAttributeValue(bpy_struct) FloatProperty(Property) FloatVectorAttribute(Attribute) FloatVectorAttributeValue(bpy_struct) FloatVectorValueReadOnly(bpy_struct) FloorConstraint(Constraint) FluidDomainSettings(bpy_struct) FluidEffectorSettings(bpy_struct) FluidFlowSettings(bpy_struct) FluidModifier(Modifier) FollowPathConstraint(Constraint) FollowTrackConstraint(Constraint) ForeachGeometryElementGenerationItem(bpy_struct) ForeachGeometryElementInputItem(bpy_struct) ForeachGeometryElementMainItem(bpy_struct) ForeachGeometryElementZoneViewerPathElem(ViewerPathElem) FreestyleLineSet(bpy_struct) FreestyleLineStyle(ID) FreestyleModuleSettings(bpy_struct) FreestyleModules(bpy_struct) FreestyleSettings(bpy_struct) Function(bpy_struct) FunctionNode(NodeInternal) FunctionNodeAlignEulerToVector(FunctionNode) FunctionNodeAlignRotationToVector(FunctionNode) FunctionNodeAxesToRotation(FunctionNode) FunctionNodeAxisAngleToRotation(FunctionNode) FunctionNodeBitMath(FunctionNode) FunctionNodeBooleanMath(FunctionNode) FunctionNodeCombineColor(FunctionNode) FunctionNodeCombineMatrix(FunctionNode) FunctionNodeCombineTransform(FunctionNode) FunctionNodeCompare(FunctionNode) FunctionNodeEulerToRotation(FunctionNode) FunctionNodeFindInString(FunctionNode) FunctionNodeFloatToInt(FunctionNode) FunctionNodeFormatString(FunctionNode) FunctionNodeHashValue(FunctionNode) FunctionNodeInputBool(FunctionNode) FunctionNodeInputColor(FunctionNode) FunctionNodeInputInt(FunctionNode) FunctionNodeInputRotation(FunctionNode) FunctionNodeInputSpecialCharacters(FunctionNode) FunctionNodeInputString(FunctionNode) FunctionNodeInputVector(FunctionNode) FunctionNodeIntegerMath(FunctionNode) FunctionNodeInvertMatrix(FunctionNode) FunctionNodeInvertRotation(FunctionNode) FunctionNodeMatchString(FunctionNode) FunctionNodeMatrixDeterminant(FunctionNode) FunctionNodeMatrixMultiply(FunctionNode) FunctionNodeProjectPoint(FunctionNode) FunctionNodeQuaternionToRotation(FunctionNode) FunctionNodeRandomValue(FunctionNode) FunctionNodeReplaceString(FunctionNode) FunctionNodeRotateEuler(FunctionNode) FunctionNodeRotateRotation(FunctionNode) FunctionNodeRotateVector(FunctionNode) FunctionNodeRotationToAxisAngle(FunctionNode) FunctionNodeRotationToEuler(FunctionNode) FunctionNodeRotationToQuaternion(FunctionNode) FunctionNodeSeparateColor(FunctionNode) FunctionNodeSeparateMatrix(FunctionNode) FunctionNodeSeparateTransform(FunctionNode) FunctionNodeSliceString(FunctionNode) FunctionNodeStringLength(FunctionNode) FunctionNodeStringToValue(FunctionNode) FunctionNodeTransformDirection(FunctionNode) FunctionNodeTransformPoint(FunctionNode) FunctionNodeTransposeMatrix(FunctionNode) FunctionNodeValueToString(FunctionNode) GPENCIL_UL_annotation_layer(UIList) GPENCIL_UL_matslots(UIList) GPencilInterpolateSettings(bpy_struct) GPencilSculptGuide(bpy_struct) GPencilSculptSettings(bpy_struct) GREASE_PENCIL_UL_attributes(UIList) GREASE_PENCIL_UL_masks(UIList) GammaCrossStrip(EffectStrip) GaussianBlurStrip(EffectStrip) GeometryAttributeConstraint(Constraint) GeometryNode(NodeInternal) GeometryNodeAccumulateField(GeometryNode) GeometryNodeAttributeDomainSize(GeometryNode) GeometryNodeAttributeStatistic(GeometryNode) GeometryNodeBake(GeometryNode) GeometryNodeBlurAttribute(GeometryNode) GeometryNodeBoundBox(GeometryNode) GeometryNodeCameraInfo(GeometryNode) GeometryNodeCaptureAttribute(GeometryNode) GeometryNodeCollectionInfo(GeometryNode) GeometryNodeConvexHull(GeometryNode) GeometryNodeCornersOfEdge(GeometryNode) GeometryNodeCornersOfFace(GeometryNode) GeometryNodeCornersOfVertex(GeometryNode) GeometryNodeCurveArc(GeometryNode) GeometryNodeCurveEndpointSelection(GeometryNode) GeometryNodeCurveHandleTypeSelection(GeometryNode) GeometryNodeCurveLength(GeometryNode) GeometryNodeCurveOfPoint(GeometryNode) GeometryNodeCurvePrimitiveBezierSegment(GeometryNode) GeometryNodeCurvePrimitiveCircle(GeometryNode) GeometryNodeCurvePrimitiveLine(GeometryNode) GeometryNodeCurvePrimitiveQuadrilateral(GeometryNode) GeometryNodeCurveQuadraticBezier(GeometryNode) GeometryNodeCurveSetHandles(GeometryNode) GeometryNodeCurveSpiral(GeometryNode) GeometryNodeCurveSplineType(GeometryNode) GeometryNodeCurveStar(GeometryNode) GeometryNod


[User] Provide the full official documentation entry for Bpy.Types.Object, preserving all code examples.

[Assistant] loat in [0.0001, 1000], default 1.0 empty_display_type ¶ Viewport display style for empties Type : enum in Object Empty Drawtype Items , default 'PLAIN_AXES' empty_image_depth ¶ Determine which other objects will occlude the image Type : enum in [ 'DEFAULT' , 'FRONT' , 'BACK' ], default 'DEFAULT' empty_image_offset ¶ Origin offset distance Type : float array of 2 items in [-inf, inf], default (-0.5, -0.5) empty_image_side ¶ Show front/back side Type : enum in [ 'DOUBLE_SIDED' , 'FRONT' , 'BACK' ], default 'DOUBLE_SIDED' field ¶ Settings for using the object as a field in physics simulation Type : FieldSettings , (readonly) hide_probe_plane ¶ Globally disable in planar light probes Type : boolean, default False hide_probe_sphere ¶ Globally disable in spherical light probes Type : boolean, default False hide_probe_volume ¶ Globally disable in volume probes Type : boolean, default False hide_render ¶ Globally disable in renders Type : boolean, default False hide_select ¶ Disable selection in viewport Type : boolean, default False hide_surface_pick ¶ Disable surface influence during selection, snapping and depth-picking operators. Usually used to avoid semi-transparent objects to affect scene navigation Type : boolean, default False hide_viewport ¶ Globally disable in viewports Type : boolean, default False image_user ¶ Parameters defining which layer, pass and frame of the image is displayed Type : ImageUser , (readonly, never None) instance_collection ¶ Instance an existing collection Type : Collection instance_faces_scale ¶ Scale the face instance objects Type : float in [0.001, 10000], default 1.0 instance_type ¶ If not None, object instancing method to use NONE None. VERTS Vertices – Instantiate child objects on all vertices. FACES Faces – Instantiate child objects on all faces. COLLECTION Collection – Enable collection instancing. Type : enum in [ 'NONE' , 'VERTS' , 'FACES' , 'COLLECTION' ], default 'NONE' is_from_instancer ¶ Object comes from a instancer Type : boolean, default False, (readonly) is_from_set ¶ Object comes from a background set Type : boolean, default False, (readonly) is_holdout ¶ Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another render Type : boolean, default False is_instancer ¶ Type : boolean, default False, (readonly) is_shadow_catcher ¶ Only render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it. Type : boolean, default False light_linking ¶ Light linking settings Type : ObjectLightLinking , (readonly, never None) lightgroup ¶ Lightgroup that the object belongs to Type : string, default “”, (never None) lineart ¶ Line Art settings for the object Type : ObjectLineArt , (readonly) location ¶ Location of the object Type : mathutils.Vector of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) lock_location ¶ Lock editing of location when transforming Type : boolean array of 3 items, default (False, False, False) lock_rotation ¶ Lock editing of rotation when transforming Type : boolean array of 3 items, default (False, False, False) lock_rotation_w ¶ Lock editing of ‘angle’ component of four-component rotations when transforming Type : boolean, default False lock_rotations_4d ¶ Lock editing of four component rotations by components (instead of as Eulers) Type : boolean, default True lock_scale ¶ Lock editing of scale when transforming Type : boolean array of 3 items, default (False, False, False) material_slots ¶ Material slots in the object Type : bpy_prop_collection of MaterialSlot , (readonly) matrix_basis ¶ Matrix access to location, rotation and scale (including deltas), before constraints and parenting are applied Type : mathutils.Matrix of 4 * 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)) matrix_local ¶ Parent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent bone Type : mathutils.Matrix of 4 * 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)) matrix_parent_inverse ¶ Inverse of object’s parent matrix at time of parenting Type : mathutils.Matrix of 4 * 4 items in [-inf, inf], default ((1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, 0.0, 0.0, 1.0)) matrix_world ¶ Worldspace transformation matrix Type : mathutils.Matrix of 4 * 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)) mode ¶ Object interaction mode Type : enum in Object Mode Items , default 'OBJECT' , (readonly) modifiers ¶ Modifiers affecting the geometric data of the object Type : ObjectModifiers bpy_prop_collection of Modifier , (readonly) motion_path ¶ Motion Path for this element Type : MotionPath , (readonly) parent ¶ Parent object Type : Object parent_bone ¶ Name of parent bone in case of a bone parenting relation Type : string, default “”, (never None) parent_type ¶ Type of parent relation OBJECT Object – The object is parented to an object. ARMATURE Armature. LATTICE Lattice – The object is parented to a lattice. VERTEX Vertex – The object is parented to a vertex. VERTEX_3 3 Vertices. BONE Bone – The object is parented to a bone. Type : enum in [ 'OBJECT' , 'ARMATURE' , 'LATTICE' , 'VERTEX' , 'VERTEX_3' , 'BONE' ], default 'OBJECT' parent_vertices ¶ Indices of vertices in case of a vertex parenting relation Type : int array of 3 items in [0, inf], default (0, 0, 0) particle_systems ¶ Particle systems emitted from the object Type : ParticleSystems bpy_prop_collection of ParticleSystem , (readonly) pass_index ¶ Index number for the “Object Index” render pass Type : int in [0, 32767], default 0 pose ¶ Current pose for armatures Type : Pose , (readonly) rigid_body ¶ Settings for rigid body simulation Type : RigidBodyObject , (readonly) rigid_body_constraint ¶ Constraint constraining rigid bodies Type : RigidBodyConstraint , (readonly) rotation_axis_angle ¶ Angle of Rotation for Axis-Angle rotation representation Type : float array of 4 items in [-inf, inf], default (0.0, 0.0, 1.0, 0.0) rotation_euler ¶ Rotation in Eulers Type : mathutils.Euler rotation of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) rotation_mode ¶ The kind of rotation to apply, values from other rotation modes are not used Type : enum in Object Rotation Mode Items , default 'XYZ' rotation_quaternion ¶ Rotation in Quaternions Type : mathutils.Quaternion rotation of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0) scale ¶ Scaling of the object Type : mathutils.Vector of 3 items in [-inf, inf], default (1.0, 1.0, 1.0) selection_sets ¶ List of groups of bones for easy selection Type : bpy_prop_collection of SelectionSet , (readonly) shader_effects ¶ Effects affecting display of object Type : ObjectShaderFx bpy_prop_collection of ShaderFx , (readonly) shadow_terminator_geometry_offset ¶ Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to light Type : float in [0, inf], default 0.1 shadow_terminator_normal_offset ¶ Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offset Type : float in [0, inf], default 0.0 shadow_terminator_shading_offset ¶ Push the shadow terminator towards the light to hide artifacts on low poly geometry Type : float in [0, inf], default 0.0 show_all_edges ¶ Display all edges for mesh objects Type : boolean, default False show_axis ¶ Display the object’s origin and axes Type : boolean, default False show_bounds ¶ Display the object’s bounds Type : boolean, default False show_empty_image_only_axis_aligned ¶ Only display the image when it is aligned with the view axis Type : boolean, default False show_empty_image_orthographic ¶ Display image in orthographic mode Type : boolean, default True show_empty_image_perspective ¶ Display image in perspective mode Type : boolean, default True show_in_front ¶ Make the object display in front of others Type : boolean, default False show_instancer_for_render ¶ Make instancer visible when rendering Type : boolean, default True show_instancer_for_viewport ¶ Make instancer visible in the viewport Type : boolean, default True show_name ¶ Display the object’s name Type : boolean, default False show_only_shape_key ¶ Only show the active shape key at full value Type : boolean, default False show_texture_space ¶ Display the object’s texture space Type : boolean, default False show_transparent ¶ Display material transparency in the object Type : boolean, default False show_wire ¶ Display the object’s wireframe over solid shading Type : boolean, default False soft_body ¶ Settings for soft body simulation Type : SoftBodySettings , (readonly) track_axis ¶ Axis that points in the ‘forward’ direction (applies to Instance Vertices when Align to Vertex Normal is enabled) Type : enum in Object Axis Items , default 'POS_X' type ¶ Type of object Type : enum in Object Type Items , default 'EMPTY' , (readonly) up_axis ¶ Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled) Type : enum in [ 'X' , 'Y' , 'Z' ], default 'X' use_camera_lock_parent ¶ View Lock 3D viewport camera transformation affects the object’s parent instead Type : boolean, default False use_dynamic_topology_sculpting ¶ Type : boolean, default False, (readonly) use_empty_image_alpha ¶ Use alpha blending instead of alpha test (can produce sorting artifacts) Type : boolean, default False use_grease_pencil_lights ¶ Lights affect Grease Pencil object Type : boolean, default True use_instance_faces_scale ¶ Scale instance based on face size Type : boolean, default False use_instance_vertices_rotation ¶ Rotate instance according to vertex normal Type : boolean, default False use_mesh_mirror_x ¶ Enable mesh symmetry in the X axis Type : boolean, default False use_mesh_mirror_y ¶ Enable mesh symmetry in the Y axis Type : boolean, default False use_mesh_mirror_z ¶ Enable mesh symmetry in the Z axis Type : boolean, default False use_parent_final_indices ¶ Use the final evaluated indices rather than the original mesh indices Type : boolean, default False use_shape_key_edit_mode ¶ Display shape keys in edit mode (for meshes only) Type : boolean, default False use_simulation_cache ¶ Cache frames during simulation nodes playback Type : boolean, default True vertex_groups ¶ Vertex groups of the object Type : VertexGroups bpy_prop_collection of VertexGroup , (readonly) visible_camera ¶ Object visibility to camera rays Type : boolean, default True visible_diffuse ¶ Object visibility to diffuse rays Type : boolean, default True visible_glossy ¶ Object visibility to glossy rays Type : boolean, default True visible_shadow ¶ Object visibility to shadow rays Type : boolean, default True visible_transmission ¶ Object visibility to transmission rays Type : boolean, default True visible_volume_scatter ¶ Object visibility to volume scattering rays Type : boolean, default True children ¶ All the children of this object. Type : tuple of Object Note Takes O(len(bpy.data.objects)) time. (readonly) children_recursive ¶ A list of all children from this object. Type : list of Object Note Takes O(len(bpy.data.objects)) time. (readonly) users_collection ¶ The collections this object is in. Type : tuple of Collection Note Takes O(len(bpy.data.collections) + len(bpy.data.scenes)) time. (readonly) users_scene ¶ The scenes this object is in. Type : tuple of Scene Note Takes O(len(bpy.data.scenes) * len(bpy.data.objects)) time. (readonly) select_get ( * , view_layer = None ) ¶ Test if the object is selected. The selection state is per view layer. Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer Returns : Object selected Return type : boolean select_set ( state , * , view_layer = None ) ¶ Select or deselect the object. The selection state is per view layer. Parameters : state ( boolean ) – Selection state to define view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer hide_get ( * , view_layer = None ) ¶ Test if the object is hidden for viewport editing. This hiding state is per view layer. Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer Returns : Object hidden Return type : boolean hide_set ( state , * , view_layer = None ) ¶ Hide the object for viewport editing. This hiding state is per view layer. Parameters : state ( boolean ) – Hide state to define view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer visible_get ( * , view_layer = None , viewport = None ) ¶ Test if the object is visible in the 3D viewport, taking into account all visibility settings Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer viewport ( SpaceView3D , (optional)) – Use this instead of the active 3D viewport Returns : Object visible Return type : boolean holdout_get ( * , view_layer = None ) ¶ Test if object is masked in the view layer Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer Returns : Object holdout Return type : boolean indirect_only_get ( * , view_layer = None ) ¶ Test if object is set to contribute only indirectly (through shadows and reflections) in the view layer Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer Returns : Object indirect only Return type : boolean local_view_get ( viewport ) ¶ Get the local view state for this object Parameters : viewport ( SpaceView3D , (never None)) – Viewport in local view Returns : Object local view state Return type : boolean local_view_set ( viewport , state ) ¶ Set the local view state for this object Parameters : viewport ( SpaceView3D , (never None)) – Viewport in local view state ( boolean ) – Local view state to define visible_in_viewport_get ( viewport ) ¶ Check for local view and local collections for this viewport and object Parameters : viewport ( SpaceView3D , (never None)) – Viewport in local collections Returns : Object viewport visibility Return type : boolean convert_space ( * , pose_bone = None , matrix = ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)) , from_space = 'WORLD' , to_space = 'WORLD' ) ¶ Convert (transform) the given matrix from one space to another Parameters : pose_bone ( PoseBone , (optional)) – Bone to use to define spaces (may be None, in which case only the two ‘WORLD’ and ‘LOCAL’ spaces are usable) matrix ( mathutils.Matrix of 4 * 4 items in [-inf, inf], (optional)) – The matrix to transform from_space (enum in [ 'WORLD' , 'POSE' , 'LOCAL_WITH_PARENT' , 'LOCAL' ], (optional)) – The space in which ‘matrix’ is currently WORLD World Space – The most global space in Blender. POSE Pose Space – The pose space of a bone (its armature’s object space). LOCAL_WITH_PARENT Local With Parent – The rest pose local space of a bone (this matrix includes parent transforms). LOCAL Local Space – The local space of an object/bone. to_space (enum in [ 'WORLD' , 'POSE' , 'LOCAL_WITH_PARENT' , 'LOCAL' ], (optional)) – The space to which you want to transform ‘matrix’ WORLD World Space – The most global space in Blender. POSE Pose Space – The pose space of a bone (its armature’s object space). LOCAL_WITH_PARENT Local With Parent – The rest pose local space of a bone (this matrix includes parent transforms). LOCAL Local Space – The local space of an object/bone. Returns : The transformed matrix Return type : mathutils.Matrix of 4 * 4 items in [-inf, inf] calc_matrix_camera ( depsgraph , * , x = 1 , y = 1 , scale_x = 1.0 , scale_y = 1.0 ) ¶ Generate the camera projection matrix of this object (mostly useful for Camera and Light types) Parameters : depsgraph ( Depsgraph ) – Depsgraph to get evaluated data from x ( int in [ 0 , inf ] , ( optional ) ) – Width of the render area y ( int in [ 0 , inf ] , ( optional ) ) – Height of the render area scale_x ( float in [ 1e-06 , inf ] , ( optional ) ) – Width scaling factor scale_y ( float in [ 1e-06 , inf ] , ( optional ) ) – Height scaling factor Returns : The camera projection matrix Return type : mathutils.Matrix of 4 * 4 items in [-inf, inf] camera_fit_coords ( depsgraph , coordinates ) ¶ Compute the coordinate (and scale for ortho cameras) given object should be to ‘see’ all given coordinates Parameters : depsgraph ( Depsgraph ) – Depsgraph to get evaluated data from coordinates ( float array of 1 items in [ -inf , inf ] , ( never None ) ) – Coordinates to fit in Returns : co_return , The location to aim to be able to see all given points, mathutils.Vector of 3 items in [-inf, inf] scale_return , The ortho scale to aim to be able to see all given points (if relevant), float in [-inf, inf] Return type : ( mathutils.Vector of 3 items in [-inf, inf], float in [-inf, inf]) crazyspace_eval ( depsgraph , scene ) ¶ Compute orientation mapping between vertices of an original object and object with shape keys and deforming modifiers applied.The evaluation is to be freed with the crazyspace_eval_free function Parameters : depsgraph ( Depsgraph ) – Dependency Graph, Evaluated dependency graph scene ( Scene ) – Scene, Scene of the object crazyspace_displacement_to_deformed ( * , vertex_index = 0 , displacement = (0.0, 0.0, 0.0) ) ¶ Convert displacement vector from non-deformed object space to deformed object space Parameters : vertex_index ( int in [ -inf , inf ] , ( optional ) ) – vertex_index displacement ( mathutils.Vector of 3 items in [-inf, inf], (optional)) – displacement Returns : disp


[User] Describe Introduction from the Blender manual or Python API, including usage steps and snippets.

[Assistant]
# Introduction

Constraints are a way of automatically controlling the location, rotation,
and scale of an [object](../../glossary/index.html#term-Object) or [bone](../../glossary/index.html#term-Bone). For example, they can
[attach](relationship/child_of.html)
a sword to a knight’s hand, or make a tennis player’s eyes
[point towards](tracking/damped_track.html) the ball.

Each object or bone can have a *stack* of constraints that’s evaluated from top to bottom.
In addition, each constraint has an [Influence](interface/common.html#bpy-types-constraint-influence) factor
for weakening it or mixing it with other constraints. What’s more, this Influence can be
keyframed, which makes it possible to turn constraints on and off over the course of an animation.

|  |  |  |
| --- | --- | --- |
| ../../_images/animation_constraints_introduction_tab-object.png   Object | ../../_images/animation_constraints_introduction_tab-bone.png   Bone | ../../_images/animation_constraints_interface_stack_example.png   Constraint Stack |


[User] Describe Inputs from the Blender manual or Python API, including usage steps and snippets.

[Assistant]
Curve
:   Standard geometry input.

Selection
:   Whether or not to resample each spline. True values mean spline will be resampled to a poly spline,
    false values mean the spline will be unaffected.

Mode
:   How to specify the amount of samples.

    Count:
    :   Sample the specified number of points along each spline.

    Length:
    :   Calculate the number of samples by splitting each spline into segments with the specified length.
        The length will be rounded down so that a whole number of samples will fit in each input spline.

    Evaluated:
    :   Evaluate the spline’s points based on the resolution attribute for NURBS and Bézier splines.
        Changes nothing for poly splines.

Count Count
:   The number of control points on the new splines.

Length Length
:   The approximate length between the control points of the new splines.


[User] Explain Inherited Functions in complete detail according to the official Blender documentation.

[Assistant]
|  |  |
| --- | --- |
| - [`bpy_struct.as_pointer`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.as_pointer "bpy.types.bpy_struct.as_pointer") - [`bpy_struct.driver_add`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.driver_add "bpy.types.bpy_struct.driver_add") - [`bpy_struct.driver_remove`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.driver_remove "bpy.types.bpy_struct.driver_remove") - [`bpy_struct.get`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.get "bpy.types.bpy_struct.get") - [`bpy_struct.id_properties_clear`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_properties_clear "bpy.types.bpy_struct.id_properties_clear") - [`bpy_struct.id_properties_ensure`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_properties_ensure "bpy.types.bpy_struct.id_properties_ensure") - [`bpy_struct.id_properties_ui`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.id_properties_ui "bpy.types.bpy_struct.id_properties_ui") - [`bpy_struct.is_property_hidden`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.is_property_hidden "bpy.types.bpy_struct.is_property_hidden") - [`bpy_struct.is_property_overridable_library`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.is_property_overridable_library "bpy.types.bpy_struct.is_property_overridable_library") - [`bpy_struct.is_property_readonly`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.is_property_readonly "bpy.types.bpy_struct.is_property_readonly") - [`bpy_struct.is_property_set`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.is_property_set "bpy.types.bpy_struct.is_property_set") - [`bpy_struct.items`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.items "bpy.types.bpy_struct.items") - [`bpy_struct.keyframe_delete`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.keyframe_delete "bpy.types.bpy_struct.keyframe_delete") - [`bpy_struct.keyframe_insert`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.keyframe_insert "bpy.types.bpy_struct.keyframe_insert") | - [`bpy_struct.keys`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.keys "bpy.types.bpy_struct.keys") - [`bpy_struct.path_from_id`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.path_from_id "bpy.types.bpy_struct.path_from_id") - [`bpy_struct.path_from_module`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.path_from_module "bpy.types.bpy_struct.path_from_module") - [`bpy_struct.path_resolve`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.path_resolve "bpy.types.bpy_struct.path_resolve") - [`bpy_struct.pop`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.pop "bpy.types.bpy_struct.pop") - [`bpy_struct.property_overridable_library_set`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.property_overridable_library_set "bpy.types.bpy_struct.property_overridable_library_set") - [`bpy_struct.property_unset`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.property_unset "bpy.types.bpy_struct.property_unset") - [`bpy_struct.rna_ancestors`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.rna_ancestors "bpy.types.bpy_struct.rna_ancestors") - [`bpy_struct.type_recast`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.type_recast "bpy.types.bpy_struct.type_recast") - [`bpy_struct.values`](bpy.types.bpy_struct.html#bpy.types.bpy_struct.values "bpy.types.bpy_struct.values") - [`LineStyleModifier.bl_rna_get_subclass`](bpy.types.LineStyleModifier.html#bpy.types.LineStyleModifier.bl_rna_get_subclass "bpy.types.LineStyleModifier.bl_rna_get_subclass") - [`LineStyleModifier.bl_rna_get_subclass_py`](bpy.types.LineStyleModifier.html#bpy.types.LineStyleModifier.bl_rna_get_subclass_py "bpy.types.LineStyleModifier.bl_rna_get_subclass_py") - [`LineStyleGeometryModifier.bl_rna_get_subclass`](bpy.types.LineStyleGeometryModifier.html#bpy.types.LineStyleGeometryModifier.bl_rna_get_subclass "bpy.types.LineStyleGeometryModifier.bl_rna_get_subclass") - [`LineStyleGeometryModifier.bl_rna_get_subclass_py`](bpy.types.LineStyleGeometryModifier.html#bpy.types.LineStyleGeometryModifier.bl_rna_get_subclass_py "bpy.types.LineStyleGeometryModifier.bl_rna_get_subclass_py") |


[User] Show practical ways to work with NodeTreeInterfaceSocketObject(NodeTreeInterfaceSocket) in a Blender add-on or script – include code.

[Assistant]
# NodeTreeInterfaceSocketObject(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.NodeTreeInterfaceSocketObject(*NodeTreeInterfaceSocket*)
:   Object socket of a node

    default_value
    :   Input value used for unconnected socket

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

    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] How do I use Editor in Blender? Include parameters, examples, warnings and best practices.

[Assistant]
The Keymap editor lets you change the default hotkeys for each of Blender’s editors.

[image reference removed]

Keymap editor.

Usage

1. Find the operation whose shortcut you want to change. Filtering can help with this.
2. Select whether the operation should be triggered by a keyboard key, a mouse button, or something else.
3. Click the button on the right and press the shortcut you want to assign.

Active
:   Uncheck the checkbox to disable this keymap item.

Map Type
:   Keyboard:
    :   Single hotkey or key combination.

    Mouse:
    :   Actions from mouse buttons, tablet or touchpad input.

    NDOF:
    :   Movement or button from a 3D mouse ([NDOF](../../glossary/index.xhtml#term-NDOF)) device.

    Tweak:
    :   Mouse click and drag *(optionally map drag direction to different actions)*.

    Text Input:
    :   Use this function by entering a text.

    Timer:
    :   For Blender internal use.

Operator ID Name
:   The identifier for the operator to call.

Event
:   Type
    :   The key or button that activates this keymap item (depending on the map type).

    Value
    :   The action (such as press, release, click, drag, etc.), (depending on the map type).

    Modifier
    :   Additional keys to hold (such as `Ctrl`, `Shift`, `Alt`).

Operator Properties
:   Initial values for the operator-specific properties.

### Restoring

If you want to restore the default settings for a keymap,
just click on the *Restore* button at the top right of this keymap.


[User] How do I use Undo & Redo in Blender? Include parameters, examples, warnings and best practices.

[Assistant]
# Undo & Redo

The tools listed below will let you roll back an accidental action,
redo your last action, or let you choose to recover to a specific point,
by picking from a list of recent actions recorded by Blender.


[User] Show practical ways to work with Bpy.Types.Spreadsheetcolumnid in a Blender add-on or script – include code.

[Assistant] xtureNodeChecker(TextureNode) TextureNodeCombineColor(TextureNode) TextureNodeCompose(TextureNode) TextureNodeCoordinates(TextureNode) TextureNodeCurveRGB(TextureNode) TextureNodeCurveTime(TextureNode) TextureNodeDecompose(TextureNode) TextureNodeDistance(TextureNode) TextureNodeGroup(TextureNode) TextureNodeHueSaturation(TextureNode) TextureNodeImage(TextureNode) TextureNodeInvert(TextureNode) TextureNodeMath(TextureNode) TextureNodeMixRGB(TextureNode) TextureNodeOutput(TextureNode) TextureNodeRGBToBW(TextureNode) TextureNodeRotate(TextureNode) TextureNodeScale(TextureNode) TextureNodeSeparateColor(TextureNode) TextureNodeTexBlend(TextureNode) TextureNodeTexClouds(TextureNode) TextureNodeTexDistNoise(TextureNode) TextureNodeTexMagic(TextureNode) TextureNodeTexMarble(TextureNode) TextureNodeTexMusgrave(TextureNode) TextureNodeTexNoise(TextureNode) TextureNodeTexStucci(TextureNode) TextureNodeTexVoronoi(TextureNode) TextureNodeTexWood(TextureNode) TextureNodeTexture(TextureNode) TextureNodeTranslate(TextureNode) TextureNodeTree(NodeTree) TextureNodeValToNor(TextureNode) TextureNodeValToRGB(TextureNode) TextureNodeViewer(TextureNode) TextureSlot(bpy_struct) Theme(bpy_struct) ThemeBoneColorSet(bpy_struct) ThemeClipEditor(bpy_struct) ThemeCollectionColor(bpy_struct) ThemeCommon(bpy_struct) ThemeCommonAnim(bpy_struct) ThemeCommonCurves(bpy_struct) ThemeConsole(bpy_struct) ThemeDopeSheet(bpy_struct) ThemeFileBrowser(bpy_struct) ThemeFontStyle(bpy_struct) ThemeGradientColors(bpy_struct) ThemeGraphEditor(bpy_struct) ThemeImageEditor(bpy_struct) ThemeInfo(bpy_struct) ThemeNLAEditor(bpy_struct) ThemeNodeEditor(bpy_struct) ThemeOutliner(bpy_struct) ThemePreferences(bpy_struct) ThemeProperties(bpy_struct) ThemeRegions(bpy_struct) ThemeRegionsAssetShelf(bpy_struct) ThemeRegionsChannels(bpy_struct) ThemeRegionsScrubbing(bpy_struct) ThemeRegionsSidebars(bpy_struct) ThemeSequenceEditor(bpy_struct) ThemeSpaceGeneric(bpy_struct) ThemeSpaceGradient(bpy_struct) ThemeSpreadsheet(bpy_struct) ThemeStatusBar(bpy_struct) ThemeStripColor(bpy_struct) ThemeStyle(bpy_struct) ThemeTextEditor(bpy_struct) ThemeTopBar(bpy_struct) ThemeUserInterface(bpy_struct) ThemeView3D(bpy_struct) ThemeWidgetColors(bpy_struct) ThemeWidgetStateColors(bpy_struct) TimelineMarker(bpy_struct) TimelineMarkers(bpy_struct) Timer(bpy_struct) ToolSettings(bpy_struct) TrackToConstraint(Constraint) TransformCacheConstraint(Constraint) TransformConstraint(Constraint) TransformOrientation(bpy_struct) TransformOrientationSlot(bpy_struct) TriangulateModifier(Modifier) UDIMTile(bpy_struct) UDIMTiles(bpy_struct) UILayout(bpy_struct) UIList(bpy_struct) UIPieMenu(bpy_struct) UIPopover(bpy_struct) UIPopupMenu(bpy_struct) UI_UL_list(UIList) USDHook(bpy_struct) USERPREF_UL_asset_libraries(UIList) USERPREF_UL_extension_repos(UIList) UVLoopLayers(bpy_struct) UVProjectModifier(Modifier) UVProjector(bpy_struct) UVWarpModifier(Modifier) UnifiedPaintSettings(bpy_struct) UnitSettings(bpy_struct) UnknownType(bpy_struct) UserAssetLibrary(bpy_struct) UserExtensionRepo(bpy_struct) UserExtensionRepoCollection(bpy_struct) UserSolidLight(bpy_struct) UvSculpt(bpy_struct) VIEW3D_AST_brush_gpencil_paint(AssetShelf) VIEW3D_AST_brush_gpencil_sculpt(AssetShelf) VIEW3D_AST_brush_gpencil_vertex(AssetShelf) VIEW3D_AST_brush_gpencil_weight(AssetShelf) VIEW3D_AST_brush_sculpt(AssetShelf) VIEW3D_AST_brush_sculpt_curves(AssetShelf) VIEW3D_AST_brush_texture_paint(AssetShelf) VIEW3D_AST_brush_vertex_paint(AssetShelf) VIEW3D_AST_brush_weight_paint(AssetShelf) VIEW3D_AST_pose_library(AssetShelf) VIEW3D_FH_camera_background_image(FileHandler) VIEW3D_FH_empty_image(FileHandler) VIEW3D_FH_vdb_volume(FileHandler) VIEWLAYER_UL_aov(UIList) VIEWLAYER_UL_linesets(UIList) VOLUME_UL_grids(UIList) VectorFont(ID) VertexGroup(bpy_struct) VertexGroupElement(bpy_struct) VertexGroups(bpy_struct) VertexPaint(Paint) VertexWeightEditModifier(Modifier) VertexWeightMixModifier(Modifier) VertexWeightProximityModifier(Modifier) View2D(bpy_struct) View3DCursor(bpy_struct) View3DOverlay(bpy_struct) View3DShading(bpy_struct) ViewLayer(bpy_struct) ViewLayerEEVEE(bpy_struct) ViewLayers(bpy_struct) ViewerNodeViewerPathElem(ViewerPathElem) ViewerPath(bpy_struct) ViewerPathElem(bpy_struct) Volume(ID) VolumeDisplaceModifier(Modifier) VolumeDisplay(bpy_struct) VolumeGrid(bpy_struct) VolumeGrids(bpy_struct) VolumeRender(bpy_struct) VolumeToMeshModifier(Modifier) VoronoiTexture(Texture) WORKSPACE_UL_addons_items(UIList) WalkNavigation(bpy_struct) WarpModifier(Modifier) WaveModifier(Modifier) WeightedNormalModifier(Modifier) WeldModifier(Modifier) WhiteBalanceModifier(StripModifier) Window(bpy_struct) WindowManager(ID) WipeStrip(EffectStrip) WireframeModifier(Modifier) WoodTexture(Texture) WorkSpace(ID) WorkSpaceTool(bpy_struct) World(ID) WorldLighting(bpy_struct) WorldMistSettings(bpy_struct) XrActionMap(bpy_struct) XrActionMapBinding(bpy_struct) XrActionMapBindings(bpy_struct) XrActionMapItem(bpy_struct) XrActionMapItems(bpy_struct) XrActionMaps(bpy_struct) XrComponentPath(bpy_struct) XrComponentPaths(bpy_struct) XrEventData(bpy_struct) XrNavigation(bpy_struct) XrSessionSettings(bpy_struct) XrSessionState(bpy_struct) XrUserPath(bpy_struct) XrUserPaths(bpy_struct) bpy_prop_collection bpy_prop_collection_idprop bpy_struct wmOwnerID(bpy_struct) wmOwnerIDs(bpy_struct) wmTools(bpy_struct) Shared Enum Types Toggle navigation of Shared Enum Types Id Type Items Object Mode Items Workspace Object Mode Items Object Empty Drawtype Items Object Gpencil Type Items Metaelem Type Items Color Space Convert Default Items Proportional Falloff Items Proportional Falloff Curve Only Items Snap Source Items Snap Element Items Snap Animation Element Items Curve Fit Method Items Mesh Select Mode Items Mesh Select Mode Uv Items Mesh Delimit Mode Items Space Graph Mode Items Space File Browse Mode Items Space Sequencer View Type Items Space Type Items Space Image Mode Items Space Image Mode All Items Space Action Mode Items Fileselect Params Sort Items Region Type Items Object Modifier Type Items Constraint Type Items Boidrule Type Items Strip Modifier Type Items Strip Video Modifier Type Items Strip Sound Modifier Type Items Strip Scale Method Items Object Shaderfx Type Items Modifier Triangulate Quad Method Items Modifier Triangulate Ngon Method Items Modifier Shrinkwrap Mode Items Shrinkwrap Type Items Shrinkwrap Face Cull Items Node Warning Type Items Image Type All Items Image Color Mode Items Image Color Depth Items Image Generated Type Items Normal Space Items Normal Swizzle Items Bake Save Mode Items Bake Margin Type Items Bake Target Items Views Format Items Views Format Multilayer Items Views Format Multiview Items Stereo3D Display Items Stereo3D Anaglyph Type Items Stereo3D Interlace Type Items Exr Codec Items Color Sets Items Beztriple Keyframe Type Items Beztriple Interpolation Mode Items Beztriple Interpolation Easing Items Fcurve Auto Smoothing Items Keyframe Handle Type Items Driver Target Rotation Mode Items Keyingset Path Grouping Items Keying Flag Items Keying Flag Api Items Fmodifier Type Items Motionpath Bake Location Items Motionpath Display Type Items Motionpath Range Items Event Value Items Event Direction Items Event Type Items Event Type Mask Items Operator Type Flag Items Operator Return Items Operator Property Tag Items Brush Automasking Flag Items Brush Sculpt Brush Type Items Brush Vertex Brush Type Items Brush Weight Brush Type Items Brush Gpencil Types Items Brush Gpencil Vertex Types Items Brush Gpencil Sculpt Types Items Brush Gpencil Weight Types Items Brush Curves Sculpt Brush Type Items Brush Image Brush Type Items Brush Curve Preset Items Grease Pencil Selectmode Items Stroke Depth Order Items Axis Xy Items Axis Xyz Items Axis Flag Xyz Items Symmetrize Direction Items Texture Type Items Light Type Items Lightprobes Type Items Unpack Method Items Object Type Items Object Rotation Mode Items Object Type Curve Items Rigidbody Object Type Items Rigidbody Object Shape Items Rigidbody Constraint Type Items Object Axis Items Bake Pass Type Items Bake Pass Filter Type Items Keymap Propvalue Items Operator Context Items Wm Report Items Wm Job Type Items Property Type Items Property Subtype Items Property Subtype String Items Property Subtype Number Items Property Subtype Number Array Items Property Unit Items Property Flag Items Property Flag Enum Items Property Override Flag Items Property Override Flag Collection Items Property String Search Flag Items Shading Type Items Navigation Mode Items Node Socket In Out Items Node Socket Type Items Node Tree Interface Item Type Items Node Socket Structure Type Items Node Math Items Mapping Type Items Node Vec Math Items Node Boolean Math Items Node Compare Operation Items Node Integer Math Items Node Float To Int Items Node Map Range Items Node Clamp Items Node Compositor Extension Items Node Compositor Interpolation Items Ramp Blend Items Prop Dynamicpaint Type Items Clip Editor Mode Items Icon Items Uilist Layout Type Items Linestyle Color Modifier Type Items Linestyle Alpha Modifier Type Items Linestyle Thickness Modifier Type Items Linestyle Geometry Modifier Type Items Window Cursor Items Dt Method Vertex Items Dt Method Edge Items Dt Method Loop Items Dt Method Poly Items Dt Mix Mode Items Dt Layers Select Src Items Dt Layers Select Dst Items Context Mode Items Preference Section Items Attribute Type Items Color Attribute Type Items Attribute Type With Auto Items Attribute Domain Items Attribute Domain Edge Face Items Attribute Domain Only Mesh Items Attribute Domain Only Mesh No Edge Items Attribute Domain Only Mesh No Corner Items Attribute Domain Point Face Curve Items Attribute Domain Point Edge Face Curve Items Attribute Curves Domain Items Color Attribute Domain Items Attribute Domain Without Corner Items Attribute Domain With Auto Items Geometry Component Type Items Node Combsep Color Items Node Socket Data Type Items Node Geometry Curve Handle Side Items Node Geometry Mesh Circle Fill Type Items Volume Grid Data Type Items Collection Color Items Strip Color Items Subdivision Uv Smooth Items Subdivision Boundary Smooth Items Transform Orientation Items Velocity Unit Items Curves Type Items Curves Handle Type Items Curve Normal Mode Items Geometry Nodes Gizmo Color Items Geometry Nodes Linear Gizmo Draw Style Items Particle Edit Hair Brush Items Particle Edit Disconnected Hair Brush Items Keyframe Paste Offset Items Keyframe Paste Offset Value Items Keyframe Paste Merge Items Transform Pivot Full Items Transform Mode Type Items Nla Mode Extend Items Nla Mode Blend Items Keyblock Type Items Asset Library Type Items File Path Foreach Flag Items Types with Custom Property Support Utilities (bpy.utils) Toggle navigation of Utilities (bpy.utils) bpy.utils submodule (bpy.utils.previews) bpy.utils submodule (bpy.utils.units) Path Utilities (bpy.path) Application Data 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Note You are not using the most up to date version of the documentation. is the newest version. Back to top Toggle Light / Dark / Auto color theme Toggle table of contents sidebar SpreadsheetColumnID(bpy_struct) ¶ base class — bpy_struct class bpy.types. SpreadsheetColumnID ( bpy_struct ) ¶ Data used to identify a spreadsheet column 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 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 Inherited Properties ¶ bpy_struct.id_data Inherited Functions ¶ bpy_struct.as_pointer bpy_struct.driver_add bpy_struct.driver_remove bpy_struct.get bpy_struct.id_properties_clear bpy_struct.id_properties_ensure bpy_struct.id_properties_ui bpy_struct.is_property_hidden bpy_struct.is_property_overridable_library bpy_struct.is_property_readonly bpy_struct.is_property_set bpy_struct.items bpy_struct.keyframe_delete bpy_struct.keyframe_insert bpy_struct.keys bpy_struct.path_from_id bpy_struct.path_from_module bpy_struct.path_resolve bpy_struct.pop bpy_struct.property_overridable_library_set bpy_struct.property_unset bpy_struct.rna_ancestors bpy_struct.type_recast bpy_struct.values References ¶ SpreadsheetColumn.id Next SpreadsheetRowFilter(bpy_struct) Previous SpreadsheetColumn(bpy_struct) Copyright © Blender Authors Made with Furo Report issue on this page On this page SpreadsheetColumnID(bpy_struct) SpreadsheetColumnID SpreadsheetColumnID.name SpreadsheetColumnID.bl_rna_get_subclass() SpreadsheetColumnID.bl_rna_get_subclass_py() Inherited Properties Inherited Functions References


[User] Explain Notes in complete detail according to the official Blender documentation.

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

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

|  |  |
| --- | --- |
| ../../../_images/render_shader-nodes_textures_white-noise_issue.png   Precision issue due to signed zeros on the Z axis. | ../../../_images/render_shader-nodes_textures_white-noise_solution1.png   Mitigating the issue by eliminating the Z axis. |
| ../../../_images/render_shader-nodes_textures_white-noise_solution2.png   Mitigating the issue by adding an arbitrary value. | ../../../_images/render_shader-nodes_textures_white-noise_solution3.png   Mitigating the issue by taking the absolute value. |


[User] Describe Locked Track Constraint from the Blender manual or Python API, including usage steps and snippets.

[Assistant]
# Locked Track Constraint

The *Locked Track* constraint makes an object or bone point towards a certain target.
It’s typically called “Look At” or “Aim” in other 3D software.

The word “locked” means that the object or bone can only rotate around one axis.
The orientation of this axis always stays the same, and the other two axes always
stay in their original plane.

One example use case is distant tree billboards, which should turn to face the camera
while also staying upright. Another example is a compass on a table with a nearby magnet:
the needle spins horizontally to point at the magnet, but it can never point up or down.


[User] Provide the full official documentation entry for Alpha Over Node, preserving all code examples.

[Assistant]
# Alpha Over Node

[image reference removed]

The *Alpha Over* node composites two images by layering the *Foreground* image over the *Background*,
using standard alpha blending operations.

This node is commonly used to combine rendered elements, overlays, or visual effects in a single image,
such as placing text, logos, or transparent effects over footage.


[User] Provide the full official documentation entry for References, preserving all code examples.

[Assistant]
|  |  |
| --- | --- |
| - [`NodeClosureInputItems.new`](bpy.types.NodeClosureInputItems.html#bpy.types.NodeClosureInputItems.new "bpy.types.NodeClosureInputItems.new") - [`NodeClosureInputItems.remove`](bpy.types.NodeClosureInputItems.html#bpy.types.NodeClosureInputItems.remove "bpy.types.NodeClosureInputItems.remove") | - [`NodeClosureOutput.input_items`](bpy.types.NodeClosureOutput.html#bpy.types.NodeClosureOutput.input_items "bpy.types.NodeClosureOutput.input_items") |


[User] How do I use Select Next/Previous in Blender? Include parameters, examples, warnings and best practices.

[Assistant]
These operators will select the next or previous control point(s),
based on the current selection
(i.e. the control points following or preceding the selected ones along the curve).
In case of a cyclic curve, the first and last points are not considered as neighbors.


[User] What is Brush Settings and how is it used in Blender Python scripting?

[Assistant]
### General

### Unique

Deformation
:   Deformation type that is used by the brush.

    Drag:
    :   Pulls the displacement values in the direction of the brush.

    Pinch:
    :   Pulls the displacement values towards the center of the brush,
        creating hard surface effects without pinching the topology.

    Expand:
    :   Pushes the displacement values away from the brush center, smoothing the displacement.


[User] Show practical ways to work with Inputs in a Blender add-on or script – include code.

[Assistant]
Grid
:   The input SDF grid to be smoothed.
    Typically generated from another SDF operation such as a boolean or mesh conversion.

Iterations
:   The number of smoothing iterations to apply.
    Higher values produce a larger, smoother fillet radius but also increase computation time.
    A single iteration results in a subtle rounding, while multiple iterations
    create progressively softer surfaces.


[User] Give a detailed overview of Settings: syntax, arguments, return values, common patterns.

[Assistant]
Flow Type
:   Smoke:
    :   Emit only smoke.

    Fire + Smoke:
    :   Emit both fire and smoke.

    Fire:
    :   Emit only fire.
        Note that the domain will automatically create some smoke to simulate smoke left by burnt fuel.

    Liquid:
    :   Emit liquid.

Flow Behavior
:   Controls if the Flow object either adds (*Inflow*), removes (*Outflow*),
    or turns the mesh itself into fluid (*Geometry*).

    Inflow:
    :   This object will emit fluid into the simulation, like a water tap or base of a fire.

    Outflow:
    :   Any fluid that enters the [Bounding Box](../../../glossary/index.xhtml#term-Bounding-Box) of this object will be removed from
        the domain (think of a drain or a black hole). This can be useful in combination with
        an inflow to prevent the whole domain from filling up. Outflow objects can be animated
        and the area where the fluid disappears will follow the object as it moves around.

    Geometry:
    :   All regions of this object that are inside the domain bounding box will be used as
        actual fluid in the simulation. You can place more than one fluid object inside the domain.
        Also make sure that the surface normals are pointing outwards or else they will not simulate
        properly. In contrast to domain objects, the actual mesh geometry is used for fluid objects.

Use Flow Inflow Outflow
:   Enables or disables the flow of fluid, this property is useful for animations to selectively enable and
    disable when fluid is being added to or removed from the domain.

Sampling Substeps
:   Number of sub-steps used to reduce gaps in emission of fluid from fast-moving sources.

    Comparison of smoke inflow quickly rising upwards at different sub-step rates.

    |  |  |
    | --- | --- |
    | ../../../_images/physics_fluid_type_flow_substep-off.png   Sampling sub-steps: 0. | ../../../_images/physics_fluid_type_flow_substep-on.png   Sampling sub-steps: 3. |

Smoke Color
:   The color of emitted smoke. When smoke of different colors are mixed they will blend together,
    eventually settling into a new combined color.

Absolute Density
:   If this checkbox is enabled, the emitter will only produce more smoke or fire if there is space for
    it in the emitter region. Otherwise smoke or fire will always be produced and add up.

Initial Temperature
:   Difference between the temperature of emitted smoke and the domain’s ambient temperature.
    This setting’s effect on smoke depends on the domain’s [Heat Buoyancy](domain/settings.xhtml#bpy-types-fluiddomainsettings-beta).

Density
:   Amount of smoke to emit at once. Larger values result in more density being produced.

Fuel
:   Amount of “fuel” being burned per second. Larger values result in larger flames,
    smaller values result in smaller flames:

    Comparison of flames with varying fuel rates.

    |  |  |
    | --- | --- |
    | ../../../_images/physics_fluid_type_flow_fuelrate-0-5.png   Fuel: 0.5. | ../../../_images/physics_fluid_type_flow_fuelrate-1-0.png   Fuel: 1.0. |

Vertex Group
:   When set, use the specified [Vertex Group](../../../modeling/meshes/properties/vertex_groups/vertex_groups.xhtml)
    to control where smoke is emitted.

### Flow Source

Flow Source
:   This setting defines the method used to emit fluid.

    Mesh:
    :   Emit fluid directly from the object’s mesh.

        Is Planar
        :   Defines the effector as either a single dimension object i.e. a plane or the mesh is [Non-manifold](../../../glossary/index.xhtml#term-Non-manifold).
            This ensures that the fluid simulator will give the most accurate results for these types of meshes.

        Surface Emission
        :   Maximum distance in [Voxels](../../../glossary/index.xhtml#term-Voxel) from the surface of the mesh in which fluid is emitted.
            Since this setting uses voxels to determine the distance,
            results will vary depending on the domain’s resolution.

        Volume Emission Fire or Smoke Only:
        :   Amount of fluid to emit inside the emitter mesh, where 0 is none and 1 is the full amount.
            Note that emitting fluid based on volume can have unpredictable results
            if your mesh is [Non-manifold](../../../glossary/index.xhtml#term-Non-manifold).

    Particle System:
    :   Fire or Smoke Only:
        Create smoke or fire from a particle system on the flow object.

        The particle system can be selected with a [Data ID](../../../interface/controls/templates/data_block.xhtml#ui-data-id).

        Note that only *Emitter* type particle systems can add smoke.
        See [Particles](../../particles/introduction.xhtml) for information on
        how to create a particle system.

        Set Size
        :   When this setting is enabled, it allows the *Size* setting to define the maximum distance in voxels
            at which particles can emit smoke, similar to the *Surface Emission* setting for mesh sources.

            When disabled, particles will fill the nearest [Voxel](../../../glossary/index.xhtml#term-Voxel) with smoke.

### Initial Velocity

When enabled, the fluid will inherit the momentum of the flow source.

Source
:   Factor for the inherited velocity. A value of 1 will emit fluid moving at the same speed as the source.

Normal
:   This option controls how much velocity fluid is given along a face [Normal](../../../glossary/index.xhtml#term-Normal).
    Note that, initial velocities will always be applied along all face normals.
    Thus with a closed flow source mesh, fluid will always be emitted in more than one direction.
    To set initial velocities along only one direction all normals need to point in the same direction.
    This is can be achieved when using a plane as the flow object.

Initial X, Y, Z
:   Initial velocity along X, Y, Z coordinates in world space.
    This can be used in addition to the initial velocity along
    the [Normal](#bpy-types-fluidflowsettings-velocity-normal).

### Texture

When enabled, use the specified texture and settings to control where on
the mesh smoke or fire can be emitted from. These settings have no effect on *Outflow Flow Behavior*.

Texture
:   A [Data ID](../../../interface/controls/templates/data_block.xhtml#ui-data-id) selector to choose the [Texture](../../../render/materials/legacy_textures/index.xhtml).

Mapping
:   Controls whether to use [Generated UVs](../../../modeling/meshes/uv/uv_texture_spaces.xhtml#properties-texture-space) or manual UV mapping.

Size
:   Overall texture scale.

Offset
:   Translates the texture along the Z axis.