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<li class="toctree-l3"><a class="reference internal" href="../interface/controls/nodes/arranging.html">Arranging Nodes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../interface/controls/nodes/editing.html">Editing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../interface/controls/nodes/sidebar.html">Sidebar</a></li>
<li class="toctree-l3"><a class="reference internal" href="../interface/controls/nodes/groups.html">Node Groups</a></li>
<li class="toctree-l3"><a class="reference internal" href="../interface/controls/nodes/frame.html">Frame Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../interface/controls/nodes/reroute.html">Reroute Node</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1 has-children"><a class="reference internal" href="../editors/index.html">Editors</a><input class="toctree-checkbox" id="toctree-checkbox-10" name="toctree-checkbox-10" role="switch" type="checkbox"/><label for="toctree-checkbox-10"><div class="visually-hidden">Toggle navigation of Editors</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l2 has-children"><a class="reference internal" href="../editors/3dview/index.html">3D Viewport</a><input class="toctree-checkbox" id="toctree-checkbox-11" name="toctree-checkbox-11" role="switch" type="checkbox"/><label for="toctree-checkbox-11"><div class="visually-hidden">Toggle navigation of 3D Viewport</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../editors/3dview/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/3dview/startup_scene.html">Startup Scene</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/3dview/modes.html">Object Modes</a></li>
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<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/navigate/walk_fly.html">Fly/Walk Navigation</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/navigate/align.html">Aligning</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/navigate/projections.html">Perspective/Orthographic</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/navigate/local_view.html">Local View</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/navigate/camera_view.html">Camera View</a></li>
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<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/navigate/regions.html">View Regions</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/navigate/views.html">Contextual Views</a></li>
</ul>
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<li class="toctree-l3"><a class="reference internal" href="../editors/3dview/3d_cursor.html">3D Cursor</a></li>
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<li class="toctree-l5"><a class="reference internal" href="../editors/3dview/controls/pivot_point/bounding_box_center.html">Bounding Box Center</a></li>
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<li class="toctree-l5"><a class="reference internal" href="../editors/3dview/controls/pivot_point/individual_origins.html">Individual Origins</a></li>
<li class="toctree-l5"><a class="reference internal" href="../editors/3dview/controls/pivot_point/median_point.html">Median Point</a></li>
<li class="toctree-l5"><a class="reference internal" href="../editors/3dview/controls/pivot_point/active_element.html">Active Element</a></li>
</ul>
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<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/controls/snapping.html">Snapping</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/controls/proportional_editing.html">Proportional Editing</a></li>
</ul>
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<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/display/gizmo.html">Viewport Gizmos</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/display/overlays.html">Viewport Overlays</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/display/shading.html">Viewport Shading</a></li>
</ul>
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<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/toolbar/add_cube.html">Add Cube</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/toolbar/add_cone.html">Add Cone</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/toolbar/add_cylinder.html">Add Cylinder</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/toolbar/add_uvsphere.html">Add UV Sphere</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/3dview/toolbar/add_icosphere.html">Add Icosphere</a></li>
</ul>
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<li class="toctree-l3"><a class="reference internal" href="../editors/3dview/sidebar.html">Sidebar</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/3dview/viewport_render.html">Viewport Render</a></li>
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<li class="toctree-l2 has-children"><a class="reference internal" href="../editors/image/index.html">Image Editor</a><input class="toctree-checkbox" id="toctree-checkbox-17" name="toctree-checkbox-17" role="switch" type="checkbox"/><label for="toctree-checkbox-17"><div class="visually-hidden">Toggle navigation of Image Editor</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../editors/image/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/image/navigating.html">Navigating</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/image/sidebar.html">Sidebar</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/image/overlays.html">Overlays</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/image/image_settings.html">Image Settings</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/image/editing.html">Editing</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../editors/uv/index.html">UV Editor</a><input class="toctree-checkbox" id="toctree-checkbox-18" name="toctree-checkbox-18" role="switch" type="checkbox"/><label for="toctree-checkbox-18"><div class="visually-hidden">Toggle navigation of UV Editor</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../editors/uv/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/uv/navigating.html">Navigating</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/uv/overlays.html">Overlays</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/uv/sidebar.html">Sidebar</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/uv/selecting.html">Selecting UVs</a></li>
<li class="toctree-l3"><a class="reference internal" href="../editors/uv/controls/snapping.html">Snapping</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../editors/compositor.html">Compositor</a></li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../editors/texture_node/index.html">Texture Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-19" name="toctree-checkbox-19" role="switch" type="checkbox"/><label for="toctree-checkbox-19"><div class="visually-hidden">Toggle navigation of Texture Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../editors/texture_node/introduction.html">Introduction</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/texture_node/types/color/index.html">Color Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-20" name="toctree-checkbox-20" role="switch" type="checkbox"/><label for="toctree-checkbox-20"><div class="visually-hidden">Toggle navigation of Color Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/color/combine_color.html">Combine Color Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/color/invert_color.html">Invert Color Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/color/mix_rgb.html">Mix Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/color/rgb_curves.html">RGB Curves Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/color/hue_saturation.html">Hue/Saturation/Value Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/color/separate_color.html">Separate Color Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/texture_node/types/converter/index.html">Converter Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-21" name="toctree-checkbox-21" role="switch" type="checkbox"/><label for="toctree-checkbox-21"><div class="visually-hidden">Toggle navigation of Converter Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/converter/color_ramp.html">Color Ramp Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/converter/distance.html">Distance Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/converter/math.html">Math Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/converter/rgb_to_bw.html">RGB to BW Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/converter/value_to_normal.html">Value to Normal Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/texture_node/types/distort/index.html">Distort Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-22" name="toctree-checkbox-22" role="switch" type="checkbox"/><label for="toctree-checkbox-22"><div class="visually-hidden">Toggle navigation of Distort Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/distort/at.html">At Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/distort/rotate.html">Rotate Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/distort/scale.html">Scale Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/distort/translate.html">Translate Node</a></li>
</ul>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/texture_node/types/input/index.html">Input Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-23" name="toctree-checkbox-23" role="switch" type="checkbox"/><label for="toctree-checkbox-23"><div class="visually-hidden">Toggle navigation of Input Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/input/coordinates.html">Coordinates Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/input/image.html">Image Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/input/texture.html">Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/input/time.html">Time Curve Node</a></li>
</ul>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/texture_node/types/output/index.html">Output Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-24" name="toctree-checkbox-24" role="switch" type="checkbox"/><label for="toctree-checkbox-24"><div class="visually-hidden">Toggle navigation of Output Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/output/output.html">Output Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/output/viewer.html">Viewer Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/texture_node/types/patterns/index.html">Pattern Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-25" name="toctree-checkbox-25" role="switch" type="checkbox"/><label for="toctree-checkbox-25"><div class="visually-hidden">Toggle navigation of Pattern Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/patterns/checker.html">Checker Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/patterns/bricks.html">Bricks Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/texture_node/types/textures/index.html">Texture Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-26" name="toctree-checkbox-26" role="switch" type="checkbox"/><label for="toctree-checkbox-26"><div class="visually-hidden">Toggle navigation of Texture Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/blend.html">Blend Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/clouds.html">Clouds Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/distorted_noise.html">Distorted Noise Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/magic.html">Magic Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/marble.html">Marble Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/musgrave.html">Musgrave Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/noise.html">Noise Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/stucci.html">Stucci Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/voronoi.html">Voronoi Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/texture_node/types/textures/wood.html">Wood Node</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../editors/texture_node/types/groups.html">Group</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../editors/geometry_node.html">Geometry Node Editor</a></li>
<li class="toctree-l2"><a class="reference internal" href="../editors/shader_editor.html">Shader Editor</a></li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../editors/video_sequencer/index.html">Video Sequencer</a><input class="toctree-checkbox" id="toctree-checkbox-27" name="toctree-checkbox-27" role="switch" type="checkbox"/><label for="toctree-checkbox-27"><div class="visually-hidden">Toggle navigation of Video Sequencer</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../editors/video_sequencer/introduction.html">Introduction</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/video_sequencer/sequencer/index.html">Sequencer</a><input class="toctree-checkbox" id="toctree-checkbox-28" name="toctree-checkbox-28" role="switch" type="checkbox"/><label for="toctree-checkbox-28"><div class="visually-hidden">Toggle navigation of Sequencer</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/video_sequencer/sequencer/introduction.html">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/video_sequencer/sequencer/channels.html">Channels</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/video_sequencer/sequencer/navigating.html">Navigating</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../editors/video_sequencer/sequencer/toolbar/index.html">Toolbar</a><input class="toctree-checkbox" id="toctree-checkbox-29" name="toctree-checkbox-29" role="switch" type="checkbox"/><label for="toctree-checkbox-29"><div class="visually-hidden">Toggle navigation of Toolbar</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../editors/video_sequencer/sequencer/toolbar/introduction.html">Introduction</a></li>
<li class="toctree-l5"><a class="reference internal" href="../editors/video_sequencer/sequencer/toolbar/blade.html">Blade</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../editors/video_sequencer/sequencer/sidebar/index.html">Sidebar</a><input class="toctree-checkbox" id="toctree-checkbox-30" name="toctree-checkbox-30" role="switch" type="checkbox"/><label for="toctree-checkbox-30"><div class="visually-hidden">Toggle navigation of Sidebar</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../editors/video_sequencer/sequencer/sidebar/strip.html">Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../editors/video_sequencer/sequencer/sidebar/modifiers.html">Modifiers</a></li>
<li class="toctree-l5"><a class="reference internal" href="../editors/video_sequencer/sequencer/sidebar/cache.html">Cache</a></li>
<li class="toctree-l5"><a class="reference internal" href="../editors/video_sequencer/sequencer/sidebar/proxy.html">Proxy</a></li>
</ul>
</li>
<li class="toctree-l4"><a class="reference internal" href="../editors/video_sequencer/sequencer/display.html">Display</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../editors/video_sequencer/preview/index.html">Preview</a><input class="toctree-checkbox" id="toctree-checkbox-31" name="toctree-checkbox-31" role="switch" type="checkbox"/><label for="toctree-checkbox-31"><div class="visually-hidden">Toggle navigation of Preview</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../editors/video_sequencer/preview/introduction.html">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/video_sequencer/preview/header.html">Header</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/video_sequencer/preview/toolbar.html">Toolbar</a></li>
<li class="toctree-l4"><a class="reference internal" href="../editors/video_sequencer/preview/sidebar.html">Sidebar</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../editors/video_sequencer/preview/controls/index.html">Controls</a><input class="toctree-checkbox" id="toctree-checkbox-32" name="toctree-checkbox-32" role="switch" type="checkbox"/><label for="toctree-checkbox-32"><div class="visually-hidden">Toggle navigation of Controls</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../editors/video_sequencer/preview/controls/pivot_point.html">Pivot Point</a></li>
<li class="toctree-l5"><a class="reference internal" href="../editors/video_sequencer/preview/controls/snapping.html">Preview Snapping</a></li>
</ul>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/meshes/editing/index.html">Editing</a><input class="toctree-checkbox" id="toctree-checkbox-64" name="toctree-checkbox-64" role="switch" type="checkbox"/><label for="toctree-checkbox-64"><div class="visually-hidden">Toggle navigation of Editing</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
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<li class="toctree-l5 has-children"><a class="reference internal" href="../modeling/meshes/editing/mesh/transform/index.html">Transformation</a><input class="toctree-checkbox" id="toctree-checkbox-66" name="toctree-checkbox-66" role="switch" type="checkbox"/><label for="toctree-checkbox-66"><div class="visually-hidden">Toggle navigation of Transformation</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l6"><a class="reference internal" href="../modeling/meshes/editing/mesh/transform/basic.html">Move, Rotate, Scale</a></li>
<li class="toctree-l6"><a class="reference internal" href="../modeling/meshes/editing/mesh/transform/to_sphere.html">To Sphere</a></li>
<li class="toctree-l6"><a class="reference internal" href="../modeling/meshes/editing/mesh/transform/shear.html">Shear</a></li>
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<li class="toctree-l6"><a class="reference internal" href="../modeling/meshes/editing/mesh/transform/skin_resize.html">Skin Resize</a></li>
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<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/extrude.html">Extrude</a></li>
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<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/separate.html">Separate</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/bisect.html">Bisect</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/knife_project.html">Knife Project</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/knife_topology_tool.html">Knife Topology Tool</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/convex_hull.html">Convex Hull</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/symmetrize.html">Symmetrize</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/snap_symmetry.html">Snap to Symmetry</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/normals.html">Normals</a></li>
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<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/sort_elements.html">Sort Elements</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/mesh/cleanup.html">Clean Up</a></li>
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<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/meshes/editing/vertex/index.html">Vertex Operators</a><input class="toctree-checkbox" id="toctree-checkbox-67" name="toctree-checkbox-67" role="switch" type="checkbox"/><label for="toctree-checkbox-67"><div class="visually-hidden">Toggle navigation of Vertex Operators</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/extrude_vertices.html">Extrude Vertices</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/extrude_cursor.html">Extrude to Cursor or Add</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/bevel_vertices.html">Bevel Vertices</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/make_face_edge.html">New Edge/Face from Vertices</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/connect_vertex_path.html">Connect Vertex Path</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/connect_vertex_pairs.html">Connect Vertex Pairs</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/rip_vertices.html">Rip Vertices</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/rip_vertices_fill.html">Rip Vertices and Fill</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/rip_vertices_extend.html">Rip Vertices and Extend</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/slide_vertices.html">Slide Vertices</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/smooth_vertices.html">Smooth Vertices</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/laplacian_smooth.html">Laplacian Smooth</a></li>
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<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/propagate_shapes.html">Propagate to Shapes</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/vertex_groups.html">Vertex Groups</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/hooks.html">Hooks</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/vertex/make_vertex_parent.html">Make Vertex Parent</a></li>
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<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/meshes/editing/edge/index.html">Edge Operators</a><input class="toctree-checkbox" id="toctree-checkbox-68" name="toctree-checkbox-68" role="switch" type="checkbox"/><label for="toctree-checkbox-68"><div class="visually-hidden">Toggle navigation of Edge Operators</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/extrude_edges.html">Extrude Edges</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/bevel.html">Bevel Edges</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/bridge_edge_loops.html">Bridge Edge Loops</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/screw.html">Screw</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/subdivide.html">Subdivide</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/subdivide_edge_ring.html">Subdivide Edge-Ring</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/unsubdivide.html">Un-Subdivide</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/rotate_edge.html">Rotate Edge</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/edge_slide.html">Edge Slide</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/offset_edge_slide.html">Offset Edge Slide</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/loopcut_slide.html">Loop Cut and Slide</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/edge/edge_data.html">Edge Data</a></li>
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<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/meshes/editing/face/index.html">Face Operators</a><input class="toctree-checkbox" id="toctree-checkbox-69" name="toctree-checkbox-69" role="switch" type="checkbox"/><label for="toctree-checkbox-69"><div class="visually-hidden">Toggle navigation of Face Operators</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/extrude_faces.html">Extrude Faces</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/extrude_faces_normal.html">Extrude Faces Along Normals</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/extrude_individual_faces.html">Extrude Individual Faces</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/inset_faces.html">Inset Faces</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/poke_faces.html">Poke Faces</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/triangulate_faces.html">Triangulate Faces</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/triangles_quads.html">Triangles to Quads</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/solidify_faces.html">Solidify Faces</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/wireframe.html">Wireframe</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/fill.html">Fill</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/grid_fill.html">Grid Fill</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/beautify_faces.html">Beautify Faces</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/intersect_knife.html">Intersect (Knife)</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/intersect_boolean.html">Intersect (Boolean)</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/weld_edges_faces.html">Weld Edges into Faces</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/shading.html">Shade Smooth &amp; Flat</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/editing/face/face_data.html">Face Data</a></li>
</ul>
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<li class="toctree-l4"><a class="reference internal" href="../modeling/meshes/editing/uv.html">UV Operators</a></li>
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<li class="toctree-l4"><a class="reference internal" href="../modeling/meshes/properties/object_data.html">Object Data</a></li>
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<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/properties/vertex_groups/introduction.html">Introduction</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/properties/vertex_groups/vertex_groups.html">Vertex Groups Panel</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/properties/vertex_groups/assigning_vertex_group.html">Assigning a Vertex Group</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/properties/vertex_groups/vertex_weights.html">Vertex Weights</a></li>
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<li class="toctree-l4"><a class="reference internal" href="../modeling/meshes/properties/custom_data.html">Geometry Data</a></li>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/meshes/uv/index.html">UVs</a><input class="toctree-checkbox" id="toctree-checkbox-72" name="toctree-checkbox-72" role="switch" type="checkbox"/><label for="toctree-checkbox-72"><div class="visually-hidden">Toggle navigation of UVs</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/meshes/uv/uv_texture_spaces.html">UVs &amp; Texture Space</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/meshes/uv/unwrapping/index.html">Unwrapping</a><input class="toctree-checkbox" id="toctree-checkbox-73" name="toctree-checkbox-73" role="switch" type="checkbox"/><label for="toctree-checkbox-73"><div class="visually-hidden">Toggle navigation of Unwrapping</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/unwrapping/introduction.html">Introduction</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/unwrapping/seams.html">Seams</a></li>
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<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/meshes/uv/tools/index.html">Tools</a><input class="toctree-checkbox" id="toctree-checkbox-74" name="toctree-checkbox-74" role="switch" type="checkbox"/><label for="toctree-checkbox-74"><div class="visually-hidden">Toggle navigation of Tools</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/tools/toolbar.html">Toolbar</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/tools/rip.html">Rip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/tools/grab.html">Grab</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/tools/relax.html">Relax</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/tools/pinch.html">Pinch</a></li>
</ul>
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<li class="toctree-l4"><a class="reference internal" href="../modeling/meshes/uv/editing.html">Editing</a></li>
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<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/workflows/layout.html">Layout Workflow</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/meshes/uv/workflows/udims.html">UDIMs</a></li>
</ul>
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</ul>
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<li class="toctree-l2 has-children"><a class="reference internal" href="../modeling/texts/index.html">Text</a><input class="toctree-checkbox" id="toctree-checkbox-87" name="toctree-checkbox-87" role="switch" type="checkbox"/><label for="toctree-checkbox-87"><div class="visually-hidden">Toggle navigation of Text</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
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</ul>
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<li class="toctree-l2"><a class="reference internal" href="../modeling/empties.html">Empties</a></li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../modeling/modifiers/index.html">Modifiers</a><input class="toctree-checkbox" id="toctree-checkbox-89" name="toctree-checkbox-89" role="switch" type="checkbox"/><label for="toctree-checkbox-89"><div class="visually-hidden">Toggle navigation of Modifiers</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../modeling/modifiers/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/modifiers/common_options.html">Common Modifier Options</a></li>
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<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/modify/data_transfer.html">Data Transfer Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/modify/mesh_cache.html">Mesh Cache Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/modify/mesh_sequence_cache.html">Mesh Sequence Cache Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/modify/uv_project.html">UV Project Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/modify/uv_warp.html">UV Warp Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/modify/weight_edit.html">Vertex Weight Edit Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/modify/weight_mix.html">Vertex Weight Mix Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/modify/weight_proximity.html">Vertex Weight Proximity Modifier</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/modifiers/generate/index.html">Generate</a><input class="toctree-checkbox" id="toctree-checkbox-91" name="toctree-checkbox-91" role="switch" type="checkbox"/><label for="toctree-checkbox-91"><div class="visually-hidden">Toggle navigation of Generate</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/array.html">Array Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/bevel.html">Bevel Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/booleans.html">Boolean Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/build.html">Build Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/decimate.html">Decimate Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/edge_split.html">Edge Split Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/geometry_nodes.html">Geometry Nodes Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/mask.html">Mask Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/mesh_to_volume.html">Mesh to Volume Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/mirror.html">Mirror Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/multiresolution.html">Multiresolution Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/remesh.html">Remesh Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/screw.html">Screw Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/skin.html">Skin Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/solidify.html">Solidify Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/subdivision_surface.html">Subdivision Surface Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/triangulate.html">Triangulate Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/volume_to_mesh.html">Volume to Mesh Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/weld.html">Weld Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/generate/wireframe.html">Wireframe Modifier</a></li>
</ul>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/modifiers/deform/index.html">Deform</a><input class="toctree-checkbox" id="toctree-checkbox-92" name="toctree-checkbox-92" role="switch" type="checkbox"/><label for="toctree-checkbox-92"><div class="visually-hidden">Toggle navigation of Deform</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/armature.html">Armature Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/cast.html">Cast Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/curve.html">Curve Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/displace.html">Displace Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/hooks.html">Hook Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/laplacian_deform.html">Laplacian Deform Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/lattice.html">Lattice Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/mesh_deform.html">Mesh Deform Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/shrinkwrap.html">Shrinkwrap Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/simple_deform.html">Simple Deform Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/smooth.html">Smooth Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/corrective_smooth.html">Smooth Corrective Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/laplacian_smooth.html">Smooth Laplacian Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/surface_deform.html">Surface Deform Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/volume_displace.html">Volume Displace Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/warp.html">Warp Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/deform/wave.html">Wave Modifier</a></li>
</ul>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/modifiers/normals/index.html">Normals</a><input class="toctree-checkbox" id="toctree-checkbox-93" name="toctree-checkbox-93" role="switch" type="checkbox"/><label for="toctree-checkbox-93"><div class="visually-hidden">Toggle navigation of Normals</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/normals/normal_edit.html">Normal Edit Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/normals/weighted_normal.html">Weighted Normal Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/normals/smooth_by_angle.html">Smooth By Angle Modifier</a></li>
</ul>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/modifiers/physics/index.html">Physics</a><input class="toctree-checkbox" id="toctree-checkbox-94" name="toctree-checkbox-94" role="switch" type="checkbox"/><label for="toctree-checkbox-94"><div class="visually-hidden">Toggle navigation of Physics</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/cloth.html">Cloth Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/collision.html">Collision Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/dynamic_paint.html">Dynamic Paint Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/explode.html">Explode Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/fluid.html">Fluid Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/ocean.html">Ocean Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/particle_instance.html">Particle Instance Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/particle_system.html">Particle System Modifier</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/modifiers/physics/soft_body.html">Soft Body Modifier</a></li>
</ul>
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</ul>
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<li class="toctree-l2 has-children"><a class="reference internal" href="../modeling/geometry_nodes/index.html">Geometry Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-95" name="toctree-checkbox-95" role="switch" type="checkbox"/><label for="toctree-checkbox-95"><div class="visually-hidden">Toggle navigation of Geometry Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/inspection.html">Inspection</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/attributes_reference.html">Attributes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/fields.html">Fields</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/instances.html">Instances</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/baking.html">Baking</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/tools.html">Node-Based Tools</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/gizmos.html">Gizmos</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/attribute/index.html">Attribute Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-96" name="toctree-checkbox-96" role="switch" type="checkbox"/><label for="toctree-checkbox-96"><div class="visually-hidden">Toggle navigation of Attribute Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/attribute/attribute_statistic.html">Attribute Statistic Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/attribute/domain_size.html">Domain Size Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/attribute/blur_attribute.html">Blur Attribute Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/attribute/capture_attribute.html">Capture Attribute Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/attribute/remove_named_attribute.html">Remove Named Attribute Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/attribute/store_named_attribute.html">Store Named Attribute Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/input/index.html">Input Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-97" name="toctree-checkbox-97" role="switch" type="checkbox"/><label for="toctree-checkbox-97"><div class="visually-hidden">Toggle navigation of Input Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/index.html">Constant</a><input class="toctree-checkbox" id="toctree-checkbox-98" name="toctree-checkbox-98" role="switch" type="checkbox"/><label for="toctree-checkbox-98"><div class="visually-hidden">Toggle navigation of Constant</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/boolean.html">Boolean Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/collection.html">Collection Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/color.html">Color Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/image.html">Image Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/integer.html">Integer Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/material.html">Material Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/object.html">Object Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/rotation.html">Rotation Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/string.html">String Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/value.html">Value Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/constant/vector.html">Vector Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/input/gizmo/index.html">Gizmo</a><input class="toctree-checkbox" id="toctree-checkbox-99" name="toctree-checkbox-99" role="switch" type="checkbox"/><label for="toctree-checkbox-99"><div class="visually-hidden">Toggle navigation of Gizmo</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/gizmo/dial_gizmo.html">Dial Gizmo</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/gizmo/linear_gizmo.html">Linear Gizmo</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/gizmo/transform_gizmo.html">Transform Gizmo</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/index.html">Scene</a><input class="toctree-checkbox" id="toctree-checkbox-100" name="toctree-checkbox-100" role="switch" type="checkbox"/><label for="toctree-checkbox-100"><div class="visually-hidden">Toggle navigation of Scene</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/3d_cursor.html">3D Cursor Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/active_camera.html">Active Camera Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/collection_info.html">Collection Info Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/image_info.html">Image Info Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/is_viewport.html">Is Viewport Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/mouse_position.html">Mouse Position Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/object_info.html">Object Info Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/scene_time.html">Scene Time Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/self_object.html">Self Object Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/input/scene/viewport_transform.html">Viewport Transform Node</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/output/index.html">Output Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-101" name="toctree-checkbox-101" role="switch" type="checkbox"/><label for="toctree-checkbox-101"><div class="visually-hidden">Toggle navigation of Output Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/output/warning.html">Warning Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/output/viewer.html">Viewer Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/geometry/index.html">Geometry Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-102" name="toctree-checkbox-102" role="switch" type="checkbox"/><label for="toctree-checkbox-102"><div class="visually-hidden">Toggle navigation of Geometry Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/index.html">Read</a><input class="toctree-checkbox" id="toctree-checkbox-103" name="toctree-checkbox-103" role="switch" type="checkbox"/><label for="toctree-checkbox-103"><div class="visually-hidden">Toggle navigation of Read</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/id.html">ID Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/input_index.html">Index Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/named_attribute.html">Named Attribute Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/normal.html">Normal Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/position.html">Position Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/radius.html">Radius Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/selection.html">Selection Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/read/active_element.html">Active Element Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/geometry/sample/index.html">Sample</a><input class="toctree-checkbox" id="toctree-checkbox-104" name="toctree-checkbox-104" role="switch" type="checkbox"/><label for="toctree-checkbox-104"><div class="visually-hidden">Toggle navigation of Sample</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/sample/geometry_proximity.html">Geometry Proximity Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/sample/index_of_nearest.html">Index of Nearest</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/sample/raycast.html">Raycast Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/sample/sample_index.html">Sample Index Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/sample/sample_nearest.html">Sample Nearest Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/geometry/write/index.html">Write</a><input class="toctree-checkbox" id="toctree-checkbox-105" name="toctree-checkbox-105" role="switch" type="checkbox"/><label for="toctree-checkbox-105"><div class="visually-hidden">Toggle navigation of Write</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/write/set_geometry_name.html">Set Geometry Name Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/write/set_id.html">Set ID Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/write/set_position.html">Set Position Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/write/set_selection.html">Set Selection Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/index.html">Operations</a><input class="toctree-checkbox" id="toctree-checkbox-106" name="toctree-checkbox-106" role="switch" type="checkbox"/><label for="toctree-checkbox-106"><div class="visually-hidden">Toggle navigation of Operations</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/bake.html">Bake Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/bounding_box.html">Bounding Box Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/convex_hull.html">Convex Hull Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/delete_geometry.html">Delete Geometry Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/duplicate_elements.html">Duplicate Elements Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/merge_by_distance.html">Merge by Distance Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/split_to_instances.html">Split To Instances Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/sort_elements.html">Sort Elements Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/transform_geometry.html">Transform Geometry Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/separate_components.html">Separate Components Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/geometry/operations/separate_geometry.html">Separate Geometry Node</a></li>
</ul>
</li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/geometry/geometry_to_instance.html">Geometry to Instance Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/geometry/join_geometry.html">Join Geometry Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/curve/index.html">Curve Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-107" name="toctree-checkbox-107" role="switch" type="checkbox"/><label for="toctree-checkbox-107"><div class="visually-hidden">Toggle navigation of Curve Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/index.html">Read</a><input class="toctree-checkbox" id="toctree-checkbox-108" name="toctree-checkbox-108" role="switch" type="checkbox"/><label for="toctree-checkbox-108"><div class="visually-hidden">Toggle navigation of Read</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/curve_handle_positions.html">Curve Handle Positions Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/curve_length.html">Curve Length Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/curve_tangent.html">Curve Tangent Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/curve_tilt.html">Curve Tilt Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/endpoint_selection.html">Endpoint Selection Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/handle_type_selection.html">Handle Type Selection Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/is_spline_cyclic.html">Is Spline Cyclic Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/spline_length.html">Spline Length Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/spline_parameter.html">Spline Parameter Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/read/spline_resolution.html">Spline Resolution Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/curve/sample/index.html">Sample</a><input class="toctree-checkbox" id="toctree-checkbox-109" name="toctree-checkbox-109" role="switch" type="checkbox"/><label for="toctree-checkbox-109"><div class="visually-hidden">Toggle navigation of Sample</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/sample/sample_curve.html">Sample Curve Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/index.html">Write</a><input class="toctree-checkbox" id="toctree-checkbox-110" name="toctree-checkbox-110" role="switch" type="checkbox"/><label for="toctree-checkbox-110"><div class="visually-hidden">Toggle navigation of Write</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/set_curve_normal.html">Set Curve Normal Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/set_curve_radius.html">Set Curve Radius Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/set_curve_tilt.html">Set Curve Tilt Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/set_handle_positions.html">Set Handle Positions Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/set_handle_type.html">Set Handle Type Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/set_spline_cyclic.html">Set Spline Cyclic Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/set_spline_resolution.html">Set Spline Resolution Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/write/set_spline_type.html">Set Spline Type Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/index.html">Operations</a><input class="toctree-checkbox" id="toctree-checkbox-111" name="toctree-checkbox-111" role="switch" type="checkbox"/><label for="toctree-checkbox-111"><div class="visually-hidden">Toggle navigation of Operations</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/curve_to_mesh.html">Curve to Mesh Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/curve_to_points.html">Curve to Points Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/curves_to_grease_pencil.html">Curves to Grease Pencil Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/deform_curves_on_surface.html">Deform Curves on Surface Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/fill_curve.html">Fill Curve Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/fillet_curve.html">Fillet Curve Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/interpolate_curves.html">Interpolate Curves Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/resample_curve.html">Resample Curve Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/reverse_curve.html">Reverse Curve Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/subdivide_curve.html">Subdivide Curve Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/operations/trim_curve.html">Trim Curve Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/index.html">Primitives</a><input class="toctree-checkbox" id="toctree-checkbox-112" name="toctree-checkbox-112" role="switch" type="checkbox"/><label for="toctree-checkbox-112"><div class="visually-hidden">Toggle navigation of Primitives</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/arc.html">Arc Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/bezier_segment.html">Bézier Segment Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/curve_circle.html">Curve Circle Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/curve_line.html">Curve Line Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/curve_spiral.html">Spiral Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/quadratic_bezier.html">Quadratic Bézier Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/quadrilateral.html">Quadrilateral Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/primitives/star.html">Star Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/curve/topology/index.html">Topology</a><input class="toctree-checkbox" id="toctree-checkbox-113" name="toctree-checkbox-113" role="switch" type="checkbox"/><label for="toctree-checkbox-113"><div class="visually-hidden">Toggle navigation of Topology</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/topology/curve_of_point.html">Curve of Point Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/topology/offset_point_in_curve.html">Offset Point in Curve Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/curve/topology/points_of_curve.html">Points of Curve Node</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/grease_pencil/index.html">Grease Pencil Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-114" name="toctree-checkbox-114" role="switch" type="checkbox"/><label for="toctree-checkbox-114"><div class="visually-hidden">Toggle navigation of Grease Pencil Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/grease_pencil/read/index.html">Read</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/grease_pencil/operations/index.html">Operations</a><input class="toctree-checkbox" id="toctree-checkbox-115" name="toctree-checkbox-115" role="switch" type="checkbox"/><label for="toctree-checkbox-115"><div class="visually-hidden">Toggle navigation of Operations</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/grease_pencil/operations/grease_pencil_to_curves.html">Grease Pencil to Curves Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/grease_pencil/operations/merge_layers.html">Merge Layers Node</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/instances/index.html">Instances Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-116" name="toctree-checkbox-116" role="switch" type="checkbox"/><label for="toctree-checkbox-116"><div class="visually-hidden">Toggle navigation of Instances Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/instance_on_points.html">Instance on Points Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/instances_to_points.html">Instances to Points Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/realize_instances.html">Realize Instances Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/rotate_instances.html">Rotate Instances Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/scale_instances.html">Scale Instances Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/translate_instances.html">Translate Instances Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/set_instance_transform.html">Set Instance Transform Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/instance_transform.html">Instance Transform Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/instance_rotation.html">Instance Rotation Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/instances/instance_scale.html">Instance Scale Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/mesh/index.html">Mesh Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-117" name="toctree-checkbox-117" role="switch" type="checkbox"/><label for="toctree-checkbox-117"><div class="visually-hidden">Toggle navigation of Mesh Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/index.html">Read</a><input class="toctree-checkbox" id="toctree-checkbox-118" name="toctree-checkbox-118" role="switch" type="checkbox"/><label for="toctree-checkbox-118"><div class="visually-hidden">Toggle navigation of Read</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/edge_angle.html">Edge Angle Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/edge_neighbors.html">Edge Neighbors Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/edge_vertices.html">Edge Vertices Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/edges_to_face_groups.html">Edges to Face Groups Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/face_area.html">Face Area Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/face_group_boundaries.html">Face Group Boundaries Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/face_neighbors.html">Face Neighbors Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/face_set.html">Face Set Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/face_is_planar.html">Is Face Planar Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/is_edge_smooth.html">Is Edge Smooth Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/is_face_smooth.html">Is Face Smooth Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/mesh_island.html">Mesh Island Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/shortest_edge_paths.html">Shortest Edge Paths Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/read/vertex_neighbors.html">Vertex Neighbors Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/mesh/sample/index.html">Sample</a><input class="toctree-checkbox" id="toctree-checkbox-119" name="toctree-checkbox-119" role="switch" type="checkbox"/><label for="toctree-checkbox-119"><div class="visually-hidden">Toggle navigation of Sample</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/sample/sample_nearest_surface.html">Sample Nearest Surface Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/sample/sample_uv_surface.html">Sample UV Surface Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/mesh/write/index.html">Write</a><input class="toctree-checkbox" id="toctree-checkbox-120" name="toctree-checkbox-120" role="switch" type="checkbox"/><label for="toctree-checkbox-120"><div class="visually-hidden">Toggle navigation of Write</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/write/set_face_set.html">Set Face Set Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/write/set_shade_smooth.html">Set Shade Smooth Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/index.html">Operations</a><input class="toctree-checkbox" id="toctree-checkbox-121" name="toctree-checkbox-121" role="switch" type="checkbox"/><label for="toctree-checkbox-121"><div class="visually-hidden">Toggle navigation of Operations</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/dual_mesh.html">Dual Mesh Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/edge_paths_to_curves.html">Edge Paths to Curves Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/edge_paths_to_selection.html">Edge Paths to Selection Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/extrude_mesh.html">Extrude Mesh Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/flip_faces.html">Flip Faces Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/mesh_boolean.html">Mesh Boolean Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/mesh_to_curve.html">Mesh to Curve Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/mesh_to_points.html">Mesh to Points Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/mesh_to_volume.html">Mesh to Volume Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/scale_elements.html">Scale Elements Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/split_edges.html">Split Edges Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/subdivide_mesh.html">Subdivide Mesh Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/subdivision_surface.html">Subdivision Surface Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/operations/triangulate.html">Triangulate Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/index.html">Primitives</a><input class="toctree-checkbox" id="toctree-checkbox-122" name="toctree-checkbox-122" role="switch" type="checkbox"/><label for="toctree-checkbox-122"><div class="visually-hidden">Toggle navigation of Primitives</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/cone.html">Cone Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/cube.html">Cube Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/cylinder.html">Cylinder Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/grid.html">Grid Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/icosphere.html">Icosphere Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/mesh_circle.html">Mesh Circle Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/mesh_line.html">Mesh Line Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/primitives/uv_sphere.html">UV Sphere Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/index.html">Topology</a><input class="toctree-checkbox" id="toctree-checkbox-123" name="toctree-checkbox-123" role="switch" type="checkbox"/><label for="toctree-checkbox-123"><div class="visually-hidden">Toggle navigation of Topology</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/corners_of_edge.html">Corners of Edge Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/corners_of_face.html">Corners of Face Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/corners_of_vertex.html">Corners of Vertex Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/edges_of_corner.html">Edges of Corner Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/edges_of_vertex.html">Edges of Vertex Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/face_of_corner.html">Face of Corner Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/offset_corner_in_face.html">Offset Corner in Face Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/topology/vertex_of_corner.html">Vertex of Corner Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/mesh/uv/index.html">UV</a><input class="toctree-checkbox" id="toctree-checkbox-124" name="toctree-checkbox-124" role="switch" type="checkbox"/><label for="toctree-checkbox-124"><div class="visually-hidden">Toggle navigation of UV</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/uv/pack_uv_islands.html">Pack UV Islands Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/mesh/uv/uv_unwrap.html">UV Unwrap Node</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/point/index.html">Point Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-125" name="toctree-checkbox-125" role="switch" type="checkbox"/><label for="toctree-checkbox-125"><div class="visually-hidden">Toggle navigation of Point Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/point/distribute_points_in_volume.html">Distribute Points in Volume</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/point/distribute_points_on_faces.html">Distribute Points on Faces</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/point/points.html">Points Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/point/points_to_curves.html">Points to Curves Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/point/points_to_vertices.html">Points to Vertices Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/point/points_to_volume.html">Points to Volume Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/point/set_point_radius.html">Set Point Radius Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/volume/index.html">Volume Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-126" name="toctree-checkbox-126" role="switch" type="checkbox"/><label for="toctree-checkbox-126"><div class="visually-hidden">Toggle navigation of Volume Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/volume/operations/index.html">Operations</a><input class="toctree-checkbox" id="toctree-checkbox-127" name="toctree-checkbox-127" role="switch" type="checkbox"/><label for="toctree-checkbox-127"><div class="visually-hidden">Toggle navigation of Operations</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/volume/operations/volume_to_mesh.html">Volume to Mesh Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/volume/primitives/index.html">Primitives</a><input class="toctree-checkbox" id="toctree-checkbox-128" name="toctree-checkbox-128" role="switch" type="checkbox"/><label for="toctree-checkbox-128"><div class="visually-hidden">Toggle navigation of Primitives</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/volume/primitives/volume_cube.html">Volume Cube Node</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/simulation/simulation_zone.html">Simulation Zone</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/material/index.html">Material Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-129" name="toctree-checkbox-129" role="switch" type="checkbox"/><label for="toctree-checkbox-129"><div class="visually-hidden">Toggle navigation of Material Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/material/replace_material.html">Replace Material Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/material/material_index.html">Material Index Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/material/material_selection.html">Material Selection Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/material/set_material.html">Set Material Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/material/set_material_index.html">Set Material Index Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/texture/index.html">Texture Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-130" name="toctree-checkbox-130" role="switch" type="checkbox"/><label for="toctree-checkbox-130"><div class="visually-hidden">Toggle navigation of Texture Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/brick.html">Brick Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/checker.html">Checker Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/gabor.html">Gabor Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/gradient.html">Gradient Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/image.html">Image Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/magic.html">Magic Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/musgrave.html">Musgrave Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/noise.html">Noise Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/voronoi.html">Voronoi Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/wave.html">Wave Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/texture/white_noise.html">White Noise Texture Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/index.html">Utilities Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-131" name="toctree-checkbox-131" role="switch" type="checkbox"/><label for="toctree-checkbox-131"><div class="visually-hidden">Toggle navigation of Utilities Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/color/index.html">Color</a><input class="toctree-checkbox" id="toctree-checkbox-132" name="toctree-checkbox-132" role="switch" type="checkbox"/><label for="toctree-checkbox-132"><div class="visually-hidden">Toggle navigation of Color</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/color/blackbody.html">Blackbody Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/color/color_ramp.html">Color Ramp Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/color/combine_color.html">Combine Color Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/color/mix_rgb.html">Mix Color Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/color/rgb_curves.html">RGB Curves Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/color/separate_color.html">Separate Color Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/index.html">Text</a><input class="toctree-checkbox" id="toctree-checkbox-133" name="toctree-checkbox-133" role="switch" type="checkbox"/><label for="toctree-checkbox-133"><div class="visually-hidden">Toggle navigation of Text</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/join_strings.html">Join Strings Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/replace_string.html">Replace String Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/slice_string.html">Slice String Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/special_characters.html">Special Characters Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/string_length.html">String Length Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/find_in_string.html">Find in String Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/string_to_curves.html">String to Curves Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/text/value_to_string.html">Value to String Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/vector/index.html">Vector</a><input class="toctree-checkbox" id="toctree-checkbox-134" name="toctree-checkbox-134" role="switch" type="checkbox"/><label for="toctree-checkbox-134"><div class="visually-hidden">Toggle navigation of Vector</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/vector/vector_curves.html">Vector Curves Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/vector/vector_math.html">Vector Math Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/vector/vector_rotate.html">Vector Rotate Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/vector/combine_xyz.html">Combine XYZ Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/vector/mix_vector.html">Mix Vector Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/vector/separate_xyz.html">Separate XYZ Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/field/index.html">Field</a><input class="toctree-checkbox" id="toctree-checkbox-135" name="toctree-checkbox-135" role="switch" type="checkbox"/><label for="toctree-checkbox-135"><div class="visually-hidden">Toggle navigation of Field</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/field/accumulate_field.html">Accumulate Field Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/field/evaluate_at_index.html">Evaluate at Index Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/field/evaluate_on_domain.html">Evaluate on Domain Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/index.html">Math</a><input class="toctree-checkbox" id="toctree-checkbox-136" name="toctree-checkbox-136" role="switch" type="checkbox"/><label for="toctree-checkbox-136"><div class="visually-hidden">Toggle navigation of Math</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/boolean_math.html">Boolean Math Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/clamp.html">Clamp Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/compare.html">Compare Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/float_curve.html">Float Curve</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/float_to_integer.html">Float To Integer Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/hash_value.html">Hash Value Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/integer_math.html">Integer Math Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/map_range.html">Map Range Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/math.html">Math Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/math/mix.html">Mix Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/index.html">Matrix</a><input class="toctree-checkbox" id="toctree-checkbox-137" name="toctree-checkbox-137" role="switch" type="checkbox"/><label for="toctree-checkbox-137"><div class="visually-hidden">Toggle navigation of Matrix</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/combine_matrix.html">Combine Matrix Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/combine_transform.html">Combine Transform Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/invert_matrix.html">Invert Matrix Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/matrix_determinant.html">Matrix Determinant Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/multiply_matrices.html">Multiply Matrices Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/project_point.html">Project Point Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/separate_matrix.html">Separate Matrix Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/separate_transform.html">Separate Transform Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/transform_direction.html">Transform Direction Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/transform_point.html">Transform Point Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/matrix/transpose_matrix.html">Transpose Matrix Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/index.html">Rotation</a><input class="toctree-checkbox" id="toctree-checkbox-138" name="toctree-checkbox-138" role="switch" type="checkbox"/><label for="toctree-checkbox-138"><div class="visually-hidden">Toggle navigation of Rotation</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/align_rotation_to_vector.html">Align Rotation to Vector Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/axes_to_rotation.html">Axes to Rotation Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/axis_angle_to_rotation.html">Axis Angle to Rotation Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/euler_to_rotation.html">Euler to Rotation Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/invert_rotation.html">Invert Rotation Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/rotate_rotation.html">Rotate Rotation Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/rotate_vector.html">Rotate Vector Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/rotation_to_euler.html">Rotation to Euler Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/rotation_to_quaternion.html">Rotation to Quaternion Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/rotation/quaternion_to_rotation.html">Quaternion to Rotation Node</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/utilities/deprecated/index.html">Deprecated</a><input class="toctree-checkbox" id="toctree-checkbox-139" name="toctree-checkbox-139" role="switch" type="checkbox"/><label for="toctree-checkbox-139"><div class="visually-hidden">Toggle navigation of Deprecated</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/deprecated/align_euler_to_vector.html">Align Euler to Vector Node</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/utilities/deprecated/rotate_euler.html">Rotate Euler Node</a></li>
</ul>
</li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/utilities/for_each_geometry_zone.html">For Each Geometry Element Zone</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/utilities/index_switch.html">Index Switch Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/utilities/menu_switch.html">Menu Switch Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/utilities/random_value.html">Random Value Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/utilities/repeat_zone.html">Repeat Zone</a></li>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/utilities/switch.html">Switch Node</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/geometry_nodes/group.html">Group</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/hair/index.html">Hair Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-140" name="toctree-checkbox-140" role="switch" type="checkbox"/><label for="toctree-checkbox-140"><div class="visually-hidden">Toggle navigation of Hair Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/index.html">Deformation</a><input class="toctree-checkbox" id="toctree-checkbox-141" name="toctree-checkbox-141" role="switch" type="checkbox"/><label for="toctree-checkbox-141"><div class="visually-hidden">Toggle navigation of Deformation</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/blend_hair_curves.html">Blend Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/displace_hair_curves.html">Displace Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/frizz_hair_curves.html">Frizz Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/hair_curves_noise.html">Hair Curves Noise</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/roll_hair_curves.html">Roll Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/rotate_hair_curves.html">Rotate Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/shrinkwrap_hair_curves.html">Shrinkwrap Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/smooth_hair_curves.html">Smooth Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/straighten_hair_curves.html">Straighten Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/deformation/trim_hair_curves.html">Trim Hair Curves</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/hair/generation/index.html">Generation</a><input class="toctree-checkbox" id="toctree-checkbox-142" name="toctree-checkbox-142" role="switch" type="checkbox"/><label for="toctree-checkbox-142"><div class="visually-hidden">Toggle navigation of Generation</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/generation/duplicate_hair_curves.html">Duplicate Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/generation/generate_hair_curves.html">Generate Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/generation/interpolate_hair_curves.html">Interpolate Hair Curves</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/hair/guides/index.html">Guides</a><input class="toctree-checkbox" id="toctree-checkbox-143" name="toctree-checkbox-143" role="switch" type="checkbox"/><label for="toctree-checkbox-143"><div class="visually-hidden">Toggle navigation of Guides</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/guides/braid_hair_curves.html">Braid Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/guides/clump_hair_curves.html">Clump Hair Curves</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/guides/create_guide_index_map.html">Create Guide Index Map</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/guides/curl_hair_curves.html">Curl Hair Curves</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/hair/read/index.html">Read</a><input class="toctree-checkbox" id="toctree-checkbox-144" name="toctree-checkbox-144" role="switch" type="checkbox"/><label for="toctree-checkbox-144"><div class="visually-hidden">Toggle navigation of Read</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/read/curve_info.html">Curve Info</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/read/curve_root.html">Curve Root</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/read/curve_segment.html">Curve Segment</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/read/curve_tip.html">Curve Tip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/read/hair_attachment_info.html">Hair Attachment Info</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/hair/utility/index.html">Utility</a><input class="toctree-checkbox" id="toctree-checkbox-145" name="toctree-checkbox-145" role="switch" type="checkbox"/><label for="toctree-checkbox-145"><div class="visually-hidden">Toggle navigation of Utility</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/utility/attach_hair_curves_to_surface.html">Attach Hair Curves to Surface</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/utility/redistribute_curve_points.html">Redistribute Curve Points</a></li>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/utility/restore_curve_segment_length.html">Restore Curve Segment Length</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../modeling/geometry_nodes/hair/write/index.html">Write</a><input class="toctree-checkbox" id="toctree-checkbox-146" name="toctree-checkbox-146" role="switch" type="checkbox"/><label for="toctree-checkbox-146"><div class="visually-hidden">Toggle navigation of Write</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../modeling/geometry_nodes/hair/write/set_hair_curve_profile.html">Set Hair Curve Profile</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../modeling/geometry_nodes/normals/index.html">Normals Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-147" name="toctree-checkbox-147" role="switch" type="checkbox"/><label for="toctree-checkbox-147"><div class="visually-hidden">Toggle navigation of Normals Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../modeling/geometry_nodes/normals/smooth_by_angle.html">Smooth By Angle Node Group</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../modeling/transform/index.html">Transform</a><input class="toctree-checkbox" id="toctree-checkbox-148" name="toctree-checkbox-148" role="switch" type="checkbox"/><label for="toctree-checkbox-148"><div class="visually-hidden">Toggle navigation of Transform</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../modeling/transform/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../modeling/transform/modal_map.html">Transform Modal Map</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1 has-children"><a class="reference internal" href="../sculpt_paint/index.html">Sculpting &amp; Painting</a><input class="toctree-checkbox" id="toctree-checkbox-149" name="toctree-checkbox-149" role="switch" type="checkbox"/><label for="toctree-checkbox-149"><div class="visually-hidden">Toggle navigation of Sculpting &amp; Painting</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l2"><a class="reference internal" href="../sculpt_paint/introduction.html">Introduction</a></li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../sculpt_paint/brush/index.html">Brushes</a><input class="toctree-checkbox" id="toctree-checkbox-150" name="toctree-checkbox-150" role="switch" type="checkbox"/><label for="toctree-checkbox-150"><div class="visually-hidden">Toggle navigation of Brushes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/brush/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/brush/brush_management.html">Manage Brushes</a></li>
<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/brush/brush_settings.html">Brush Settings</a></li>
<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/brush/texture.html">Texture &amp; Texture Mask</a></li>
<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/brush/stroke.html">Stroke</a></li>
<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/brush/falloff.html">Falloff</a></li>
<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/brush/cursor.html">Cursor</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../sculpt_paint/selection_visibility.html">Selection &amp; Visibility</a></li>
<li class="toctree-l2"><a class="reference internal" href="../sculpt_paint/navigation.html">Navigating in Paint Modes</a></li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../sculpt_paint/sculpting/index.html">Sculpting</a><input class="toctree-checkbox" id="toctree-checkbox-151" name="toctree-checkbox-151" role="switch" type="checkbox"/><label for="toctree-checkbox-151"><div class="visually-hidden">Toggle navigation of Sculpting</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3 has-children"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/index.html">Introduction</a><input class="toctree-checkbox" id="toctree-checkbox-152" name="toctree-checkbox-152" role="switch" type="checkbox"/><label for="toctree-checkbox-152"><div class="visually-hidden">Toggle navigation of Introduction</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/general.html">General</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/brush.html">The Brush</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/gesture_tools.html">Gesture Tools</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/visibility_masking_face_sets.html">Visibility, Masking &amp; Face Sets</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/filters.html">Filters</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/transforming.html">Transforming</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/painting.html">Painting</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/multiple_objects.html">Working with Multiple Objects</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/adaptive.html">Adaptive Resolution</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/introduction/cloth_sculpting.html">Cloth Sculpting</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/index.html">Brushes</a><input class="toctree-checkbox" id="toctree-checkbox-153" name="toctree-checkbox-153" role="switch" type="checkbox"/><label for="toctree-checkbox-153"><div class="visually-hidden">Toggle navigation of Brushes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/brushes.html">Brushes</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/draw.html">Draw</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/draw_sharp.html">Draw Sharp</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/clay.html">Clay</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/clay_strips.html">Clay Strips</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/clay_thumb.html">Clay Thumb</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/layer.html">Layer</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/inflate.html">Inflate</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/blob.html">Blob</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/crease.html">Crease</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/smooth.html">Smooth</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/flatten.html">Flatten</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/fill.html">Fill</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/scrape.html">Scrape</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/plane.html">Plane</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/multiplane_scrape.html">Scrape Multiplane</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/pinch.html">Pinch</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/grab.html">Grab</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/elastic_deform.html">Elastic Deform</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/snake_hook.html">Snake Hook</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/thumb.html">Thumb</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/pose.html">Pose</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/nudge.html">Nudge</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/rotate.html">Rotate</a></li>
<li class="toctree-l4"><a class="reference internal" href="../sculpt_paint/sculpting/brushes/slide_relax.html">Relax Slide</a></li>
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<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/weight_paint/usage.html">Using Vertex Groups</a></li>
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<li class="toctree-l3"><a class="reference internal" href="../sculpt_paint/curves_sculpting/tools_settings.html">Common Settings</a></li>
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<li class="toctree-l1 has-children"><a class="reference internal" href="../grease_pencil/index.html">Grease Pencil</a><input class="toctree-checkbox" id="toctree-checkbox-173" name="toctree-checkbox-173" role="switch" type="checkbox"/><label for="toctree-checkbox-173"><div class="visually-hidden">Toggle navigation of Grease Pencil</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
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<li class="toctree-l2"><a class="reference internal" href="../grease_pencil/structure.html">Structure</a></li>
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<li class="toctree-l1 has-children"><a class="reference internal" href="../animation/index.html">Animation &amp; Rigging</a><input class="toctree-checkbox" id="toctree-checkbox-195" name="toctree-checkbox-195" role="switch" type="checkbox"/><label for="toctree-checkbox-195"><div class="visually-hidden">Toggle navigation of Animation &amp; Rigging</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../render/cycles/optimizations/index.html">Optimizing Renders</a><input class="toctree-checkbox" id="toctree-checkbox-246" name="toctree-checkbox-246" role="switch" type="checkbox"/><label for="toctree-checkbox-246"><div class="visually-hidden">Toggle navigation of Optimizing Renders</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/cycles/optimizations/reducing_noise.html">Reducing Noise</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/cycles/optimizations/nodes.html">Shader Nodes</a></li>
</ul>
</li>
</ul>
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<li class="toctree-l2 has-children"><a class="reference internal" href="../render/workbench/index.html">Workbench</a><input class="toctree-checkbox" id="toctree-checkbox-247" name="toctree-checkbox-247" role="switch" type="checkbox"/><label for="toctree-checkbox-247"><div class="visually-hidden">Toggle navigation of Workbench</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
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<li class="toctree-l3"><a class="reference internal" href="../render/workbench/sampling.html">Sampling</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/workbench/lighting.html">Lighting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/workbench/color.html">Color</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/workbench/options.html">Options</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/workbench/grease_pencil.html">Grease Pencil</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/workbench/display_settings.html">Viewport Display</a></li>
</ul>
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<li class="toctree-l2"><a class="reference internal" href="../render/cameras.html">Cameras</a></li>
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<li class="toctree-l3"><a class="reference internal" href="../render/lights/light_object.html">Light Objects</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/lights/light_linking.html">Light Linking</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/lights/world.html">World Environment</a></li>
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<li class="toctree-l2 has-children"><a class="reference internal" href="../render/materials/index.html">Materials</a><input class="toctree-checkbox" id="toctree-checkbox-249" name="toctree-checkbox-249" role="switch" type="checkbox"/><label for="toctree-checkbox-249"><div class="visually-hidden">Toggle navigation of Materials</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../render/materials/introduction.html">Introduction</a></li>
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<li class="toctree-l4"><a class="reference internal" href="../render/materials/components/volume.html">Volumes</a></li>
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</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../render/materials/assignment.html">Assignment</a></li>
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<li class="toctree-l3"><a class="reference internal" href="../render/materials/settings.html">Settings</a></li>
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<li class="toctree-l3 has-children"><a class="reference internal" href="../render/materials/legacy_textures/index.html">Legacy Textures</a><input class="toctree-checkbox" id="toctree-checkbox-251" name="toctree-checkbox-251" role="switch" type="checkbox"/><label for="toctree-checkbox-251"><div class="visually-hidden">Toggle navigation of Legacy Textures</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/introduction.html">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/colors.html">Colors</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/blend.html">Blend</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/clouds.html">Clouds</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/distorted_noise.html">Distorted Noise</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/image_movie.html">Image or Movie</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/magic.html">Magic</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/marble.html">Marble</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/musgrave.html">Musgrave</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/noise.html">Noise</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/stucci.html">Stucci</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/voronoi.html">Voronoi</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/materials/legacy_textures/types/wood.html">Wood</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../render/shader_nodes/index.html">Shader Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-252" name="toctree-checkbox-252" role="switch" type="checkbox"/><label for="toctree-checkbox-252"><div class="visually-hidden">Toggle navigation of Shader Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../render/shader_nodes/introduction.html">Introduction</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/shader_nodes/input/index.html">Input</a><input class="toctree-checkbox" id="toctree-checkbox-253" name="toctree-checkbox-253" role="switch" type="checkbox"/><label for="toctree-checkbox-253"><div class="visually-hidden">Toggle navigation of Input</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/ao.html">Ambient Occlusion Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/attribute.html">Attribute Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/bevel.html">Bevel Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/camera_data.html">Camera Data Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/fresnel.html">Fresnel Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/geometry.html">Geometry Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/hair_info.html">Curves Info Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/layer_weight.html">Layer Weight Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/light_path.html">Light Path Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/object_info.html">Object Info Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/particle_info.html">Particle Info Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/point_info.html">Point Info</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/rgb.html">RGB Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/tangent.html">Tangent Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/texture_coordinate.html">Texture Coordinate Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/uv_map.html">UV Map Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/value.html">Value Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/vertex_color.html">Color Attribute Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/volume_info.html">Volume Info Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/input/wireframe.html">Wireframe Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/shader_nodes/output/index.html">Output</a><input class="toctree-checkbox" id="toctree-checkbox-254" name="toctree-checkbox-254" role="switch" type="checkbox"/><label for="toctree-checkbox-254"><div class="visually-hidden">Toggle navigation of Output</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/output/aov.html">AOV Output Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/output/material.html">Material Output Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/output/light.html">Light Output Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/output/world.html">World Output Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/shader_nodes/shader/index.html">Shader</a><input class="toctree-checkbox" id="toctree-checkbox-255" name="toctree-checkbox-255" role="switch" type="checkbox"/><label for="toctree-checkbox-255"><div class="visually-hidden">Toggle navigation of Shader</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/add.html">Add Shader</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/background.html">Background</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/diffuse.html">Diffuse BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/emission.html">Emission</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/glass.html">Glass BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/glossy.html">Glossy BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/hair.html">Hair BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/holdout.html">Holdout</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/mix.html">Mix Shader</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/metallic.html">Metallic BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/principled.html">Principled BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/hair_principled.html">Principled Hair BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/volume_principled.html">Principled Volume</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/ray_portal.html">Ray Portal BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/refraction.html">Refraction BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/specular_bsdf.html">Specular BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/sss.html">Subsurface Scattering</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/toon.html">Toon BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/translucent.html">Translucent BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/transparent.html">Transparent BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/sheen.html">Sheen BSDF</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/volume_absorption.html">Volume Absorption</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/shader/volume_scatter.html">Volume Scatter</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/shader_nodes/textures/index.html">Texture</a><input class="toctree-checkbox" id="toctree-checkbox-256" name="toctree-checkbox-256" role="switch" type="checkbox"/><label for="toctree-checkbox-256"><div class="visually-hidden">Toggle navigation of Texture</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/brick.html">Brick Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/checker.html">Checker Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/environment.html">Environment Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/gabor.html">Gabor Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/gradient.html">Gradient Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/ies.html">IES Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/image.html">Image Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/magic.html">Magic Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/musgrave.html">Musgrave Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/noise.html">Noise Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/point_density.html">Point Density Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/sky.html">Sky Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/voronoi.html">Voronoi Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/wave.html">Wave Texture Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/textures/white_noise.html">White Noise Texture Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/shader_nodes/color/index.html">Color</a><input class="toctree-checkbox" id="toctree-checkbox-257" name="toctree-checkbox-257" role="switch" type="checkbox"/><label for="toctree-checkbox-257"><div class="visually-hidden">Toggle navigation of Color</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/color/bright_contrast.html">Brightness/Contrast Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/color/gamma.html">Gamma Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/color/hue_saturation.html">Hue/Saturation/Value Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/color/invert_color.html">Invert Color Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/color/light_falloff.html">Light Falloff Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/color/mix.html">Mix Color Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/color/rgb_curves.html">RGB Curves Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/shader_nodes/vector/index.html">Vector</a><input class="toctree-checkbox" id="toctree-checkbox-258" name="toctree-checkbox-258" role="switch" type="checkbox"/><label for="toctree-checkbox-258"><div class="visually-hidden">Toggle navigation of Vector</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/bump.html">Bump Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/displacement.html">Displacement Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/mapping.html">Mapping Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/normal.html">Normal Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/normal_map.html">Normal Map Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/curves.html">Vector Curves Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/vector_displacement.html">Vector Displacement Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/vector_rotate.html">Vector Rotate Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/vector/transform.html">Vector Transform Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/shader_nodes/converter/index.html">Converter</a><input class="toctree-checkbox" id="toctree-checkbox-259" name="toctree-checkbox-259" role="switch" type="checkbox"/><label for="toctree-checkbox-259"><div class="visually-hidden">Toggle navigation of Converter</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/blackbody.html">Blackbody Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/clamp.html">Clamp Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/color_ramp.html">Color Ramp Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/combine_color.html">Combine Color Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/combine_xyz.html">Combine XYZ Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/float_curve.html">Float Curve</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/map_range.html">Map Range Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/math.html">Math Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/mix.html">Mix Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/rgb_to_bw.html">RGB to BW Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/separate_color.html">Separate Color Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/separate_xyz.html">Separate XYZ Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/shader_to_rgb.html">Shader To RGB Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/vector_math.html">Vector Math Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/shader_nodes/converter/wavelength.html">Wavelength Node</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../render/shader_nodes/groups.html">Group</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/shader_nodes/osl.html">Open Shading Language</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../render/color_management.html">Color Management</a></li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../render/freestyle/index.html">Freestyle</a><input class="toctree-checkbox" id="toctree-checkbox-260" name="toctree-checkbox-260" role="switch" type="checkbox"/><label for="toctree-checkbox-260"><div class="visually-hidden">Toggle navigation of Freestyle</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../render/freestyle/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/freestyle/render.html">Render Properties</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/freestyle/view_layer/index.html">View Layer Properties</a><input class="toctree-checkbox" id="toctree-checkbox-261" name="toctree-checkbox-261" role="switch" type="checkbox"/><label for="toctree-checkbox-261"><div class="visually-hidden">Toggle navigation of View Layer Properties</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/freestyle/view_layer/freestyle.html">Freestyle</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/freestyle/view_layer/line_set.html">Line Set</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../render/freestyle/view_layer/line_style/index.html">Line Style</a><input class="toctree-checkbox" id="toctree-checkbox-262" name="toctree-checkbox-262" role="switch" type="checkbox"/><label for="toctree-checkbox-262"><div class="visually-hidden">Toggle navigation of Line Style</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../render/freestyle/view_layer/line_style/introduction.html">Introduction</a></li>
<li class="toctree-l5"><a class="reference internal" href="../render/freestyle/view_layer/line_style/strokes.html">Strokes</a></li>
<li class="toctree-l5"><a class="reference internal" href="../render/freestyle/view_layer/line_style/color.html">Color</a></li>
<li class="toctree-l5"><a class="reference internal" href="../render/freestyle/view_layer/line_style/alpha.html">Alpha</a></li>
<li class="toctree-l5"><a class="reference internal" href="../render/freestyle/view_layer/line_style/thickness.html">Thickness</a></li>
<li class="toctree-l5"><a class="reference internal" href="../render/freestyle/view_layer/line_style/geometry.html">Geometry</a></li>
<li class="toctree-l5"><a class="reference internal" href="../render/freestyle/view_layer/line_style/texture.html">Texture</a></li>
<li class="toctree-l5 has-children"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/index.html">Color</a><input class="toctree-checkbox" id="toctree-checkbox-263" name="toctree-checkbox-263" role="switch" type="checkbox"/><label for="toctree-checkbox-263"><div class="visually-hidden">Toggle navigation of Color</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/along_stroke.html">Along Stroke</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/crease_angle.html">Crease Angle</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/curvature_3d.html">Curvature 3D</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/distance_from_camera.html">Distance from Camera</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/distance_from_object.html">Distance from Object</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/material.html">Material</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/noise.html">Noise</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/color/tangent.html">Tangent</a></li>
</ul>
</li>
<li class="toctree-l5 has-children"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/index.html">Alpha</a><input class="toctree-checkbox" id="toctree-checkbox-264" name="toctree-checkbox-264" role="switch" type="checkbox"/><label for="toctree-checkbox-264"><div class="visually-hidden">Toggle navigation of Alpha</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/along_stroke.html">Along Stroke</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/crease_angle.html">Crease Angle</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/curvature_3d.html">Curvature 3D</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/distance_from_camera.html">Distance from Camera</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/distance_from_object.html">Distance from Object</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/material.html">Material</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/noise.html">Noise</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/alpha/tangent.html">Tangent</a></li>
</ul>
</li>
<li class="toctree-l5 has-children"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/index.html">Thickness</a><input class="toctree-checkbox" id="toctree-checkbox-265" name="toctree-checkbox-265" role="switch" type="checkbox"/><label for="toctree-checkbox-265"><div class="visually-hidden">Toggle navigation of Thickness</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/along_stroke.html">Along Stroke</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/calligraphy.html">Calligraphy</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/crease_angle.html">Crease Angle</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/curvature_3d.html">Curvature 3D</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/distance_from_camera.html">Distance from Camera</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/distance_from_object.html">Distance from Object</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/material.html">Material</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/noise.html">Noise</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/thickness/tangent.html">Tangent</a></li>
</ul>
</li>
<li class="toctree-l5 has-children"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/index.html">Geometry</a><input class="toctree-checkbox" id="toctree-checkbox-266" name="toctree-checkbox-266" role="switch" type="checkbox"/><label for="toctree-checkbox-266"><div class="visually-hidden">Toggle navigation of Geometry</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/2d_offset.html">2D Offset</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/2d_transform.html">2D Transform</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/backbone_stretcher.html">Backbone Stretcher</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/bezier_curve.html">Bézier Curve</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/blueprint.html">Blueprint</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/guiding_lines.html">Guiding Lines</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/perlin_noise_1d.html">Perlin Noise 1D</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/perlin_noise_2d.html">Perlin Noise 2D</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/polygonization.html">Polygonization</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/sampling.html">Sampling</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/simplification.html">Simplification</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/sinus_displacement.html">Sinus Displacement</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/spatial_noise.html">Spatial Noise</a></li>
<li class="toctree-l6"><a class="reference internal" href="../render/freestyle/view_layer/line_style/modifiers/geometry/tip_remover.html">Tip Remover</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../render/freestyle/material.html">Material Properties</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/freestyle/python.html">Python Scripting</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../render/layers/index.html">Layers &amp; Passes</a><input class="toctree-checkbox" id="toctree-checkbox-267" name="toctree-checkbox-267" role="switch" type="checkbox"/><label for="toctree-checkbox-267"><div class="visually-hidden">Toggle navigation of Layers &amp; Passes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../render/layers/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/layers/view_layer.html">View Layer</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/layers/passes.html">Passes</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../render/output/index.html">Render Output</a><input class="toctree-checkbox" id="toctree-checkbox-268" name="toctree-checkbox-268" role="switch" type="checkbox"/><label for="toctree-checkbox-268"><div class="visually-hidden">Toggle navigation of Render Output</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../render/output/introduction.html">Introduction</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/output/properties/index.html">Output Properties</a><input class="toctree-checkbox" id="toctree-checkbox-269" name="toctree-checkbox-269" role="switch" type="checkbox"/><label for="toctree-checkbox-269"><div class="visually-hidden">Toggle navigation of Output Properties</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/output/properties/format.html">Format</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/output/properties/frame_range.html">Frame Range</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../render/output/properties/stereoscopy/index.html">Stereoscopy</a><input class="toctree-checkbox" id="toctree-checkbox-270" name="toctree-checkbox-270" role="switch" type="checkbox"/><label for="toctree-checkbox-270"><div class="visually-hidden">Toggle navigation of Stereoscopy</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../render/output/properties/stereoscopy/introduction.html">Introduction</a></li>
<li class="toctree-l5"><a class="reference internal" href="../render/output/properties/stereoscopy/usage.html">Usage</a></li>
</ul>
</li>
<li class="toctree-l4"><a class="reference internal" href="../render/output/properties/output.html">Output</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/output/properties/metadata.html">Metadata</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/output/properties/post_processing.html">Post Processing</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../render/output/audio/index.html">Audio Rendering</a><input class="toctree-checkbox" id="toctree-checkbox-271" name="toctree-checkbox-271" role="switch" type="checkbox"/><label for="toctree-checkbox-271"><div class="visually-hidden">Toggle navigation of Audio Rendering</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../render/output/audio/introduction.html">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../render/output/audio/speaker.html">Speaker Objects</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../render/output/animation.html">Rendering Animations</a></li>
<li class="toctree-l3"><a class="reference internal" href="../render/output/animation_player.html">Animation Player</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1 has-children"><a class="reference internal" href="../compositing/index.html">Compositing</a><input class="toctree-checkbox" id="toctree-checkbox-272" name="toctree-checkbox-272" role="switch" type="checkbox"/><label for="toctree-checkbox-272"><div class="visually-hidden">Toggle navigation of Compositing</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l2"><a class="reference internal" href="../compositing/introduction.html">Introduction</a></li>
<li class="toctree-l2"><a class="reference internal" href="../compositing/sidebar.html">Sidebar</a></li>
<li class="toctree-l2"><a class="reference internal" href="../compositing/compositor_system.html">Compositor System</a></li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/input/index.html">Input Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-273" name="toctree-checkbox-273" role="switch" type="checkbox"/><label for="toctree-checkbox-273"><div class="visually-hidden">Toggle navigation of Input Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3 has-children"><a class="reference internal" href="../compositing/types/input/constant/index.html">Constant</a><input class="toctree-checkbox" id="toctree-checkbox-274" name="toctree-checkbox-274" role="switch" type="checkbox"/><label for="toctree-checkbox-274"><div class="visually-hidden">Toggle navigation of Constant</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/input/constant/rgb.html">RGB Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/input/constant/value.html">Value Node</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/input/bokeh_image.html">Bokeh Image Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/input/image.html">Image Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/input/mask.html">Mask Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/input/movie_clip.html">Movie Clip Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/input/texture.html">Texture Node</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../compositing/types/input/scene/index.html">Scene</a><input class="toctree-checkbox" id="toctree-checkbox-275" name="toctree-checkbox-275" role="switch" type="checkbox"/><label for="toctree-checkbox-275"><div class="visually-hidden">Toggle navigation of Scene</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/input/scene/render_layers.html">Render Layers Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/input/scene/scene_time.html">Scene Time Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/input/scene/time_curve.html">Time Curve Node</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/output/index.html">Output Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-276" name="toctree-checkbox-276" role="switch" type="checkbox"/><label for="toctree-checkbox-276"><div class="visually-hidden">Toggle navigation of Output Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/output/composite.html">Composite Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/output/viewer.html">Viewer Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/output/file_output.html">File Output Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/color/index.html">Color Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-277" name="toctree-checkbox-277" role="switch" type="checkbox"/><label for="toctree-checkbox-277"><div class="visually-hidden">Toggle navigation of Color Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3 has-children"><a class="reference internal" href="../compositing/types/color/adjust/index.html">Adjust</a><input class="toctree-checkbox" id="toctree-checkbox-278" name="toctree-checkbox-278" role="switch" type="checkbox"/><label for="toctree-checkbox-278"><div class="visually-hidden">Toggle navigation of Adjust</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/bright_contrast.html">Brightness/Contrast Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/color_balance.html">Color Balance Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/color_correction.html">Color Correction Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/exposure.html">Exposure Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/gamma.html">Gamma Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/hue_correct.html">Hue Correct Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/hue_saturation.html">Hue/Saturation/Value Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/rgb_curves.html">RGB Curves Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/adjust/tone_map.html">Tone Map Node</a></li>
</ul>
</li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../compositing/types/color/mix/index.html">Mix</a><input class="toctree-checkbox" id="toctree-checkbox-279" name="toctree-checkbox-279" role="switch" type="checkbox"/><label for="toctree-checkbox-279"><div class="visually-hidden">Toggle navigation of Mix</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/mix/alpha_over.html">Alpha Over Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/mix/combine_color.html">Combine Color Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/mix/separate_color.html">Separate Color Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/mix/mix_color.html">Mix Color</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/color/mix/z_combine.html">Z Combine Node</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/color/alpha_convert.html">Alpha Convert Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/color/color_ramp.html">Color Ramp Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/color/convert_colorspace.html">Convert Colorspace Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/color/set_alpha.html">Set Alpha Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/color/invert_color.html">Invert Color Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/color/rgb_to_bw.html">RGB to BW Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/filter/index.html">Filter Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-280" name="toctree-checkbox-280" role="switch" type="checkbox"/><label for="toctree-checkbox-280"><div class="visually-hidden">Toggle navigation of Filter Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3 has-children"><a class="reference internal" href="../compositing/types/filter/blur/index.html">Blur Filter Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-281" name="toctree-checkbox-281" role="switch" type="checkbox"/><label for="toctree-checkbox-281"><div class="visually-hidden">Toggle navigation of Blur Filter Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/filter/blur/bilateral_blur.html">Bilateral Blur Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/filter/blur/blur.html">Blur Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/filter/blur/bokeh_blur.html">Bokeh Blur Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/filter/blur/defocus.html">Defocus Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/filter/blur/directional_blur.html">Directional Blur Node</a></li>
<li class="toctree-l4"><a class="reference internal" href="../compositing/types/filter/blur/vector_blur.html">Vector Blur Node</a></li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/anti_aliasing.html">Anti-Aliasing Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/denoise.html">Denoise Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/despeckle.html">Despeckle Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/dilate_erode.html">Dilate/Erode Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/inpaint.html">Inpaint Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/filter.html">Filter Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/glare.html">Glare Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/kuwahara.html">Kuwahara Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/pixelate.html">Pixelate Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/posterize.html">Posterize</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/filter/sun_beams.html">Sun Beams Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/keying/index.html">Keying Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-282" name="toctree-checkbox-282" role="switch" type="checkbox"/><label for="toctree-checkbox-282"><div class="visually-hidden">Toggle navigation of Keying Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/channel_key.html">Channel Key Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/chroma_key.html">Chroma Key Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/color_key.html">Color Key Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/color_spill.html">Color Spill Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/difference_key.html">Difference Key Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/distance_key.html">Distance Key Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/keying.html">Keying Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/keying_screen.html">Keying Screen Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/keying/luminance_key.html">Luminance Key Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/mask/index.html">Mask Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-283" name="toctree-checkbox-283" role="switch" type="checkbox"/><label for="toctree-checkbox-283"><div class="visually-hidden">Toggle navigation of Mask Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/mask/cryptomatte.html">Cryptomatte Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/mask/cryptomatte_legacy.html">Cryptomatte Node (Legacy)</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/mask/box_mask.html">Box Mask Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/mask/ellipse_mask.html">Ellipse Mask Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/mask/double_edge_mask.html">Double Edge Mask Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/mask/id_mask.html">ID Mask Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/tracking/index.html">Tracking Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-284" name="toctree-checkbox-284" role="switch" type="checkbox"/><label for="toctree-checkbox-284"><div class="visually-hidden">Toggle navigation of Tracking Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/tracking/plane_track_deform.html">Plane Track Deform Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/tracking/stabilize_2d.html">Stabilize 2D Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/tracking/track_position.html">Track Position Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/transform/index.html">Transform Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-285" name="toctree-checkbox-285" role="switch" type="checkbox"/><label for="toctree-checkbox-285"><div class="visually-hidden">Toggle navigation of Transform Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/rotate.html">Rotate Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/scale.html">Scale Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/transform.html">Transform Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/translate.html">Translate Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/corner_pin.html">Corner Pin Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/crop.html">Crop Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/displace.html">Displace Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/flip.html">Flip Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/map_uv.html">Map UV Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/lens_distortion.html">Lens Distortion Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/transform/movie_distortion.html">Movie Distortion Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/texture/index.html">Texture Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-286" name="toctree-checkbox-286" role="switch" type="checkbox"/><label for="toctree-checkbox-286"><div class="visually-hidden">Toggle navigation of Texture Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/brick.html">Brick Texture Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/checker.html">Checker Texture Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/gabor.html">Gabor Texture Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/gradient.html">Gradient Texture Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/magic.html">Magic Texture Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/noise.html">Noise Texture Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/voronoi.html">Voronoi Texture Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/wave.html">Wave Texture Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/texture/white_noise.html">White Noise Texture Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/utilities/index.html">Utilities Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-287" name="toctree-checkbox-287" role="switch" type="checkbox"/><label for="toctree-checkbox-287"><div class="visually-hidden">Toggle navigation of Utilities Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/map_range.html">Map Range Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/math.html">Math Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/clamp.html">Clamp Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/float_curve.html">Float Curve</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/levels.html">Levels Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/normalize.html">Normalize Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/split.html">Split Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/switch.html">Switch Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/utilities/switch_stereo_view.html">Switch View Node</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../compositing/types/vector/index.html">Vector Nodes</a><input class="toctree-checkbox" id="toctree-checkbox-288" name="toctree-checkbox-288" role="switch" type="checkbox"/><label for="toctree-checkbox-288"><div class="visually-hidden">Toggle navigation of Vector Nodes</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/vector/combine_xyz.html">Combine XYZ Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/vector/separate_xyz.html">Separate XYZ Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/vector/vector_math.html">Vector Math Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/vector/vector_rotate.html">Vector Rotate Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/vector/mix_vector.html">Mix Vector Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/vector/normal.html">Normal Node</a></li>
<li class="toctree-l3"><a class="reference internal" href="../compositing/types/vector/vector_curves.html">Vector Curves Node</a></li>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="../compositing/types/groups.html">Group</a></li>
<li class="toctree-l2"><a class="reference internal" href="../compositing/types/layout/index.html">Layout Nodes</a></li>
</ul>
</li>
<li class="toctree-l1 has-children"><a class="reference internal" href="../movie_clip/index.html">Motion Tracking &amp; Masking</a><input class="toctree-checkbox" id="toctree-checkbox-289" name="toctree-checkbox-289" role="switch" type="checkbox"/><label for="toctree-checkbox-289"><div class="visually-hidden">Toggle navigation of Motion Tracking &amp; Masking</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l2 has-children"><a class="reference internal" href="../movie_clip/tracking/index.html">Motion Tracking</a><input class="toctree-checkbox" id="toctree-checkbox-290" name="toctree-checkbox-290" role="switch" type="checkbox"/><label for="toctree-checkbox-290"><div class="visually-hidden">Toggle navigation of Motion Tracking</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../movie_clip/tracking/introduction.html">Introduction</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../movie_clip/tracking/clip/index.html">Clip View</a><input class="toctree-checkbox" id="toctree-checkbox-291" name="toctree-checkbox-291" role="switch" type="checkbox"/><label for="toctree-checkbox-291"><div class="visually-hidden">Toggle navigation of Clip View</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../movie_clip/tracking/clip/introduction.html">Introduction</a></li>
<li class="toctree-l4"><a class="reference internal" href="../movie_clip/tracking/clip/marker.html">Tracking Marker</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../movie_clip/tracking/clip/toolbar/index.html">Toolbar</a><input class="toctree-checkbox" id="toctree-checkbox-292" name="toctree-checkbox-292" role="switch" type="checkbox"/><label for="toctree-checkbox-292"><div class="visually-hidden">Toggle navigation of Toolbar</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../movie_clip/tracking/clip/toolbar/track.html">Track</a></li>
<li class="toctree-l5"><a class="reference internal" href="../movie_clip/tracking/clip/toolbar/solve.html">Solve</a></li>
</ul>
</li>
<li class="toctree-l4"><a class="reference internal" href="../movie_clip/tracking/clip/selecting.html">Selecting</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../movie_clip/tracking/clip/editing/index.html">Editing</a><input class="toctree-checkbox" id="toctree-checkbox-293" name="toctree-checkbox-293" role="switch" type="checkbox"/><label for="toctree-checkbox-293"><div class="visually-hidden">Toggle navigation of Editing</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../movie_clip/tracking/clip/editing/clip.html">Clip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../movie_clip/tracking/clip/editing/track.html">Track</a></li>
<li class="toctree-l5"><a class="reference internal" href="../movie_clip/tracking/clip/editing/reconstruction.html">Reconstruction</a></li>
</ul>
</li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/index.html">Sidebar</a><input class="toctree-checkbox" id="toctree-checkbox-294" name="toctree-checkbox-294" role="switch" type="checkbox"/><label for="toctree-checkbox-294"><div class="visually-hidden">Toggle navigation of Sidebar</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5 has-children"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/track/index.html">Track</a><input class="toctree-checkbox" id="toctree-checkbox-295" name="toctree-checkbox-295" role="switch" type="checkbox"/><label for="toctree-checkbox-295"><div class="visually-hidden">Toggle navigation of Track</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l6"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/track/track.html">Track</a></li>
<li class="toctree-l6"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/track/objects.html">Objects Panel</a></li>
<li class="toctree-l6"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/track/plane_track.html">Plane Track</a></li>
<li class="toctree-l6"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/track/camera.html">Camera</a></li>
<li class="toctree-l6"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/track/marker.html">Marker</a></li>
</ul>
</li>
<li class="toctree-l5 has-children"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/stabilization/index.html">2D Stabilization</a><input class="toctree-checkbox" id="toctree-checkbox-296" name="toctree-checkbox-296" role="switch" type="checkbox"/><label for="toctree-checkbox-296"><div class="visually-hidden">Toggle navigation of 2D Stabilization</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l6"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/stabilization/introduction.html">Introduction</a></li>
<li class="toctree-l6"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/stabilization/panel.html">2D Stabilization Panel</a></li>
<li class="toctree-l6"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/stabilization/workflow.html">Workflow</a></li>
</ul>
</li>
<li class="toctree-l5"><a class="reference internal" href="../movie_clip/tracking/clip/sidebar/view.html">View</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l3"><a class="reference internal" href="../movie_clip/tracking/graph.html">Graph View</a></li>
<li class="toctree-l3"><a class="reference internal" href="../movie_clip/tracking/dope_sheet.html">Dope Sheet View</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../movie_clip/masking/index.html">Masking</a><input class="toctree-checkbox" id="toctree-checkbox-297" name="toctree-checkbox-297" role="switch" type="checkbox"/><label for="toctree-checkbox-297"><div class="visually-hidden">Toggle navigation of Masking</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../movie_clip/masking/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../movie_clip/masking/scurve.html">S-Curves</a></li>
<li class="toctree-l3"><a class="reference internal" href="../movie_clip/masking/selecting.html">Selecting</a></li>
<li class="toctree-l3"><a class="reference internal" href="../movie_clip/masking/editing.html">Editing</a></li>
<li class="toctree-l3"><a class="reference internal" href="../movie_clip/masking/sidebar.html">Sidebar</a></li>
</ul>
</li>
</ul>
</li>
<li class="toctree-l1 has-children"><a class="reference internal" href="../video_editing/index.html">Video Editing</a><input class="toctree-checkbox" id="toctree-checkbox-298" name="toctree-checkbox-298" role="switch" type="checkbox"/><label for="toctree-checkbox-298"><div class="visually-hidden">Toggle navigation of Video Editing</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l2"><a class="reference internal" href="../video_editing/introduction.html">Introduction</a></li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../video_editing/setup/index.html">Setup Your Project</a><input class="toctree-checkbox" id="toctree-checkbox-299" name="toctree-checkbox-299" role="switch" type="checkbox"/><label for="toctree-checkbox-299"><div class="visually-hidden">Toggle navigation of Setup Your Project</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../video_editing/setup/introduction.html">Introduction</a></li>
<li class="toctree-l3"><a class="reference internal" href="../video_editing/setup/directory_structure.html">Directory Structure</a></li>
</ul>
</li>
<li class="toctree-l2 has-children"><a class="reference internal" href="../video_editing/edit/index.html">Edit Your Project</a><input class="toctree-checkbox" id="toctree-checkbox-300" name="toctree-checkbox-300" role="switch" type="checkbox"/><label for="toctree-checkbox-300"><div class="visually-hidden">Toggle navigation of Edit Your Project</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l3"><a class="reference internal" href="../video_editing/edit/introduction.html">Introduction</a></li>
<li class="toctree-l3 has-children"><a class="reference internal" href="../video_editing/edit/montage/index.html">Montage</a><input class="toctree-checkbox" id="toctree-checkbox-301" name="toctree-checkbox-301" role="switch" type="checkbox"/><label for="toctree-checkbox-301"><div class="visually-hidden">Toggle navigation of Montage</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l4"><a class="reference internal" href="../video_editing/edit/montage/introduction.html">Introduction</a></li>
<li class="toctree-l4 has-children"><a class="reference internal" href="../video_editing/edit/montage/strips/index.html">Strips</a><input class="toctree-checkbox" id="toctree-checkbox-302" name="toctree-checkbox-302" role="switch" type="checkbox"/><label for="toctree-checkbox-302"><div class="visually-hidden">Toggle navigation of Strips</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/introduction.html">Introduction</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/scene.html">Scene Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/clip.html">Clip Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/mask.html">Mask Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/movie.html">Movie Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/sound.html">Sound Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/image.html">Image/Sequence Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/color.html">Color Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/text.html">Text Strip</a></li>
<li class="toctree-l5"><a class="reference internal" href="../video_editing/edit/montage/strips/adjustment.html">Adjustment Layer Strip</a></li>
<li class="toctree-l5 has-children"><a class="reference internal" href="../video_editing/edit/montage/strips/effects/index.html">Effect Strips</a><input class="toctree-checkbox" id="toctree-checkbox-303" name="toctree-checkbox-303" role="switch" type="checkbox"/><label for="toctree-checkbox-303"><div class="visually-hidden">Toggle navigation of Effect Strips</div><i class="icon"><svg><use href="#svg-arrow-right"></use></svg></i></label><ul>
<li class="toctree-l6"><a class="reference internal" href="../video_editing/edit/montage/strips/effects/add.html">Add Strip</a></li>
<li class="toctree-l6"><a class="reference internal" href="../video_editing/edit/montage/strips/effects/subtract.html">Subtract Strip</a></li>
<li class="toctree-l6"><a class="reference internal" href="../video_editing/edit/montage/strips/effects/multiply.html">Multiply Strip</a></li>
<li class="toctree-l6"><a class="reference internal" href="../video_editing/edit/montage/strips/effects/alpha_over_under_overdrop.html">Alpha Over, Under &amp; Over Drop Strips</a></li>
<li class="toctree-l6"><a class="reference internal" href="../video_editing/edit/montage/strips/effects/color_mix.html">Color Mix Strip</a></li>
<li class="toctree-l6"><a class="reference internal" href="../video_editing/edit/montage/strips/effects/multicam.html">Multicam Selector Strip</a></li>
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<article role="main" id="furo-main-content">
<section id="glossary">
<span id="id1"></span><h1>Glossary<a class="headerlink" href="#glossary" title="Link to this heading"></a></h1>
<p>This page lists definitions for terms used in Blender and this manual.</p>
<dl class="glossary">
<dt id="term-Action"><a class="reference internal" href="../animation/actions.html"><span class="doc">Action</span></a><a class="headerlink" href="#term-Action" title="Link to this term"></a></dt><dd><p>Blenders container for animation data. In Blender, animatable <a class="reference internal" href="#term-Data-Block"><span class="xref std std-term">data-blocks</span></a> do not store
their own animation data, but instead store their animation data an actions.</p>
</dd>
<dt id="term-Action-Safe">Action Safe<a class="headerlink" href="#term-Action-Safe" title="Link to this term"></a></dt><dd><p>Area of the screen visible on most devices. Place content inside it to ensure it does not get cut off.</p>
</dd>
<dt id="term-Active">Active<a class="headerlink" href="#term-Active" title="Link to this term"></a></dt><dd><p>When many items are selected, the last selected item will be the active one.
Used in situations where the interface only shows options for one item at a time.</p>
<p>See also <a class="reference internal" href="../scene_layout/object/selecting.html#object-active"><span class="std std-ref">selection states</span></a>.</p>
</dd>
<dt id="term-Aliasing">Aliasing<a class="headerlink" href="#term-Aliasing" title="Link to this term"></a></dt><dd><p>Rendering artifacts in the form of jagged lines.</p>
</dd>
<dt id="term-Alpha-Channel">Alpha Channel<a class="headerlink" href="#term-Alpha-Channel" title="Link to this term"></a></dt><dd><p>Additional channel in an image for transparency.</p>
<dl>
<dt>Straight Alpha</dt><dd><p>Method where RGBA channels are stored as (R, G, B, A)
channels, with the RGB channels unaffected by the alpha channel.
This is the alpha type used by paint programs such as Photoshop or Gimp,
and used in common file formats like PNG, BMP or TARGA.
So, image textures or output for the web are usually straight alpha.</p>
</dd>
<dt>Premultiplied Alpha</dt><dd><p>Method where RGBA channels are stored as (R × A, G × A, B × A, A),
with the alpha multiplied into the RGB channel.</p>
<p>This is the natural output of render engines, with the RGB channels representing the amount
of light that comes toward the viewer, and alpha representing how much of the light from
the background is blocked. The OpenEXR file format uses this alpha type. So, intermediate files
for rendering and compositing are often stored as premultiplied alpha.</p>
</dd>
<dt>Conversion (Straight/Premultiplied) Alpha</dt><dd><p>Conversion between the two alpha types is not a simple operation and can involve data loss,
as both alpha types can represent data that the other cannot, though it is often subtle.</p>
<p>Straight alpha can be considered to be an RGB color image with a separate alpha mask.
In areas where this mask is fully transparent, there can still be colors in the RGB channels.
On conversion to premultiplied alpha, this mask is <em>applied</em> and the colors in such areas
become black and are lost.</p>
<p>Premultiplied alpha, on the other hand, can represent renders that are both emitting light
and letting through light from the background. For example, a transparent fire render might
be emitting light, but also letting through all light from objects behind it.
On converting to straight alpha, this effect is lost.</p>
</dd>
<dt>Channel Packed</dt><dd><p>A separate image map is stored for each color and alpha channel.
Channel packing is commonly used by game engines to save memory and to optimize memory access.</p>
</dd>
</dl>
</dd>
<dt id="term-Ambient-Light">Ambient Light<a class="headerlink" href="#term-Ambient-Light" title="Link to this term"></a></dt><dd><p>The light that comes from the surrounding environment as a whole.</p>
</dd>
<dt id="term-Ambient-Occlusion">Ambient Occlusion<a class="headerlink" href="#term-Ambient-Occlusion" title="Link to this term"></a></dt><dd><p>A ratio of how much <a class="reference internal" href="#term-Ambient-Light"><span class="xref std std-term">Ambient Light</span></a> a surface point would be likely to receive.
If a surface point is under a foot or table,
it will end up much darker than the top of someones head or the tabletop.</p>
</dd>
<dt id="term-Animation">Animation<a class="headerlink" href="#term-Animation" title="Link to this term"></a></dt><dd><p>Simulation of motion.</p>
</dd>
<dt id="term-Anti-Aliasing">Anti-Aliasing<a class="headerlink" href="#term-Anti-Aliasing" title="Link to this term"></a></dt><dd><p>Is the technique of minimizing <a class="reference internal" href="#term-Aliasing"><span class="xref std std-term">Aliasing</span></a>, by e.g. rendering multiple samples per pixel.</p>
</dd>
<dt id="term-Armature">Armature<a class="headerlink" href="#term-Armature" title="Link to this term"></a></dt><dd><p>An <a class="reference internal" href="#term-Object"><span class="xref std std-term">Object</span></a> consisting of <a class="reference internal" href="#term-Bone"><span class="xref std std-term">Bones</span></a>. Used to <a class="reference internal" href="#term-Rig"><span class="xref std std-term">Rig</span></a> characters, props, etc.</p>
</dd>
<dt id="term-Asset">Asset<a class="headerlink" href="#term-Asset" title="Link to this term"></a></dt><dd><p>Curated data-blocks that are meant for reuse, usually contained in an <a class="reference internal" href="#term-Asset-Library"><span class="xref std std-term">Asset Library</span></a>.
See also <a class="reference internal" href="../files/asset_libraries/introduction.html"><span class="doc">Asset Libraries</span></a>.</p>
<p>Note that there are other meanings of the word “asset” sometimes this
is used more generically, and refers to any “useful thing”, like images,
models, materials, and more.</p>
</dd>
<dt id="term-Asset-Catalog">Asset Catalog<a class="headerlink" href="#term-Asset-Catalog" title="Link to this term"></a></dt><dd><p>Container for assets, similar to what a directory is for files.
See also <a class="reference internal" href="../files/asset_libraries/catalogs.html"><span class="doc">Asset Catalogs</span></a>.</p>
</dd>
<dt id="term-Asset-Library">Asset Library<a class="headerlink" href="#term-Asset-Library" title="Link to this term"></a></dt><dd><p>Directory on drive, registered in the list of asset libraries in the preferences.
See also <a class="reference internal" href="../files/asset_libraries/introduction.html"><span class="doc">Asset Libraries</span></a> and <a class="reference internal" href="#term-Current-File-Asset-Library"><span class="xref std std-term">Current File Asset Library</span></a>.</p>
</dd>
<dt id="term-Asset-Metadata">Asset Metadata<a class="headerlink" href="#term-Asset-Metadata" title="Link to this term"></a></dt><dd><p>Asset-related information, such as its <a class="reference internal" href="#term-Asset-Catalog"><span class="xref std std-term">catalog</span></a>,
description, author, preview, and tags. See <a class="reference internal" href="../editors/asset_browser.html#editing-asset-metadata"><span class="std std-ref">Asset Details Region</span></a>.</p>
</dd>
<dt id="term-Attribute">Attribute<a class="headerlink" href="#term-Attribute" title="Link to this term"></a></dt><dd><p>A generic term to describe data stored per-element in a geometry data-block.</p>
</dd>
<dt id="term-Axis">Axis<a class="headerlink" href="#term-Axis" title="Link to this term"></a></dt><dd><p>A reference line which defines coordinates along one cardinal direction in n-dimensional space.</p>
</dd>
<dt id="term-Axis-Angle">Axis Angle<a class="headerlink" href="#term-Axis-Angle" title="Link to this term"></a></dt><dd><p>Rotation method where X, Y, and Z correspond to the axis definition,
while W corresponds to the angle around that axis, in radians.</p>
</dd>
<dt id="term-Baking">Baking<a class="headerlink" href="#term-Baking" title="Link to this term"></a></dt><dd><p>The process of computing and storing the result of a potentially
time-consuming calculation so as to avoid needing to calculate it again.</p>
</dd>
<dt id="term-Bevel">Bevel<a class="headerlink" href="#term-Bevel" title="Link to this term"></a></dt><dd><p>The operation to chamfer or bevel edges of an object.</p>
</dd>
<dt id="term-Bezier">Bézier<a class="headerlink" href="#term-Bezier" title="Link to this term"></a></dt><dd><p>A computer graphics technique for generating and representing curves.</p>
</dd>
<dt id="term-Bit-Depth">Bit Depth<a class="headerlink" href="#term-Bit-Depth" title="Link to this term"></a></dt><dd><p>The exponent value (with base two) for how many colors can be represented within a single color channel.
A higher bit depth will allow more possible colors, reducing banding, and increasing precision.
Yet a higher bit depth will increase memory usage exponentially.</p>
</dd>
<dt id="term-Blend-Modes">Blend Modes<a class="headerlink" href="#term-Blend-Modes" title="Link to this term"></a></dt><dt id="term-Color-Blend-Modes">Color Blend Modes<a class="headerlink" href="#term-Color-Blend-Modes" title="Link to this term"></a></dt><dd><p>Methods for blending two colors together.</p>
<p>See also <a class="reference external" href="https://docs.krita.org/en/reference_manual/blending_modes.html">Blend Modes</a> on Krita docs.</p>
</dd>
<dt id="term-Blender-Session">Blender Session<a class="headerlink" href="#term-Blender-Session" title="Link to this term"></a></dt><dt id="term-Session">Session<a class="headerlink" href="#term-Session" title="Link to this term"></a></dt><dd><p>The timespan of a Blender instance. The session begins with starting an instance of Blender
and ends with closing it.</p>
<p>In some cases, loading a new file may be considered beginning a new
session. If so, the documentation should mention that.</p>
</dd>
<dt id="term-Bone">Bone<a class="headerlink" href="#term-Bone" title="Link to this term"></a></dt><dd><p>The building block of an <a class="reference internal" href="#term-Armature"><span class="xref std std-term">Armature</span></a>. Made up of a <a class="reference internal" href="#term-Head"><span class="xref std std-term">Head</span></a>,
<a class="reference internal" href="#term-Tail"><span class="xref std std-term">Tail</span></a> and <a class="reference internal" href="#term-Roll-Angle"><span class="xref std std-term">Roll Angle</span></a> which define a set of local axes and a
point of rotation at the Head. Also see <a class="reference internal" href="#term-Pose-Bone"><span class="xref std std-term">Pose Bone</span></a>.</p>
</dd>
<dt id="term-Bone-Collection">Bone Collection<a class="headerlink" href="#term-Bone-Collection" title="Link to this term"></a></dt><dd><p>Collection of <a class="reference internal" href="#term-Bone"><span class="xref std std-term">bones</span></a> of an <a class="reference internal" href="#term-Armature"><span class="xref std std-term">Armature</span></a>, identified by
its name. Bone collections can be used to organize bones and toggle their
visibility. See <a class="reference internal" href="../animation/armatures/bones/bone_collections.html#bone-collections"><span class="std std-ref">Bone Collections</span></a>.</p>
</dd>
<dt id="term-Boolean">Boolean<a class="headerlink" href="#term-Boolean" title="Link to this term"></a></dt><dd><p>A type of logic dealing with binary true/false states.</p>
<p>See also <a class="reference internal" href="../modeling/modifiers/generate/booleans.html"><span class="doc">Boolean Modifier</span></a>.</p>
</dd>
<dt id="term-Bounding-Box">Bounding Box<a class="headerlink" href="#term-Bounding-Box" title="Link to this term"></a></dt><dd><p>The box that encloses the shape of an object. The box is aligned with the local space of the object.</p>
</dd>
<dt id="term-Bump-Mapping">Bump Mapping<a class="headerlink" href="#term-Bump-Mapping" title="Link to this term"></a></dt><dd><p>Technique for simulating slight variations in surface height using a grayscale “heightmap” texture.</p>
</dd>
<dt id="term-BVH">BVH<a class="headerlink" href="#term-BVH" title="Link to this term"></a></dt><dt id="term-Bounding-Volume-Hierarchy">Bounding Volume Hierarchy<a class="headerlink" href="#term-Bounding-Volume-Hierarchy" title="Link to this term"></a></dt><dd><p>A hierarchical structure of geometric objects.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Bounding_volume_hierarchy">Bounding Volume Hierarchy</a> on Wikipedia.</p>
</dd>
<dt id="term-Caustics">Caustics<a class="headerlink" href="#term-Caustics" title="Link to this term"></a></dt><dd><p>The optical phenomenon of light concentration focused by specular reflections or refracting objects.
In example observable on light passing through a glass of water onto a table or
the pattern at the bottom of a swimming pool.</p>
<p>In rendering this refers to diffuse reflected light paths after a glossy or refraction bounce.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Caustic_(optics)">Caustics</a> on Wikipedia.</p>
</dd>
<dt id="term-Child">Child<a class="headerlink" href="#term-Child" title="Link to this term"></a></dt><dd><p>An <a class="reference internal" href="#term-Object"><span class="xref std std-term">Object</span></a> that is affected by its <a class="reference internal" href="#term-Parent"><span class="xref std std-term">Parent</span></a>.</p>
</dd>
<dt id="term-Chroma">Chroma<a class="headerlink" href="#term-Chroma" title="Link to this term"></a></dt><dt id="term-Chrominance">Chrominance<a class="headerlink" href="#term-Chrominance" title="Link to this term"></a></dt><dd><p>In general, a resulting image color decomposition, where its (<em>L</em> or <em>Y</em>) luminance channel is separated.
There are two different contexts whereas this term is used:</p>
<dl class="simple">
<dt>Video Systems</dt><dd><p>Refers to the general color decomposition resulting in <em>Y</em> (Luminance) and <em>C</em> (Chrominance) channels,
whereas the chrominance is represented by: U = ( Blue minus Luminance ) and V = ( Red minus Luminance ).</p>
</dd>
<dt>Matte Compositing</dt><dd><p>Refers to a point in the color gamut surrounded by a mixture of a determined spectrum of its RGB
neighboring colors. This point is called <em>Chroma key</em> and this key (a chosen color) is used to create
an <em>Alpha Mask</em>. The total amount of gamut space for this chrominance point is defined by users
in a circular or square-shaped format.</p>
</dd>
</dl>
</dd>
<dt id="term-Chromaticities">Chromaticities<a class="headerlink" href="#term-Chromaticities" title="Link to this term"></a></dt><dd><p>The coordinates of the <a class="reference internal" href="#term-Primaries"><span class="xref std std-term">Primaries</span></a> on the CIE 1931 xy chromaticity diagram.</p>
</dd>
<dt id="term-Clamp">Clamp<a class="headerlink" href="#term-Clamp" title="Link to this term"></a></dt><dt id="term-Clamping">Clamping<a class="headerlink" href="#term-Clamping" title="Link to this term"></a></dt><dd><p>Limits a variable to a range. The values over or under the range are set
to the constant values of the ranges minimum or maximum.</p>
</dd>
<dt id="term-Collection">Collection<a class="headerlink" href="#term-Collection" title="Link to this term"></a></dt><dd><p>A device for organizing objects. See also <a class="reference internal" href="../scene_layout/collections/collections.html"><span class="doc">Collections</span></a>.</p>
</dd>
<dt id="term-Color-Gamut">Color Gamut<a class="headerlink" href="#term-Color-Gamut" title="Link to this term"></a></dt><dd><p>A gamut traditionally refers to the volume of color a particular color model/space can cover.
In many instances, it is illustrated via a 2D model using CIE Yxy coordinates.</p>
</dd>
<dt id="term-Color-Model">Color Model<a class="headerlink" href="#term-Color-Model" title="Link to this term"></a></dt><dd><p>A mechanism for representing colors as numbers.</p>
<dl class="simple">
<dt>RGB</dt><dd><p>An additive system where three primaries; red, green, and blue are combined to make other colors.</p>
</dd>
<dt>HSV</dt><dd><p>Three values often considered as more intuitive (human perception) than the RGB system.
In this model, colors are represented as <a class="reference internal" href="#term-Hue"><span class="xref std std-term">Hue</span></a>, <a class="reference internal" href="#term-Saturation"><span class="xref std std-term">Saturation</span></a>, and <a class="reference internal" href="#term-Value"><span class="xref std std-term">Value</span></a>.</p>
</dd>
<dt>HSL</dt><dd><p>Similar to <em>HSV</em> except the colors are represented as
<a class="reference internal" href="#term-Hue"><span class="xref std std-term">Hue</span></a>, <a class="reference internal" href="#term-Saturation"><span class="xref std std-term">Saturation</span></a>, and <a class="reference internal" href="#term-Luminance"><span class="xref std std-term">Luminance</span></a>.</p>
</dd>
<dt>YUV</dt><dd><p>Luminance-Chrominance standard used in broadcasting analog PAL (European) video.</p>
</dd>
<dt>YCbCr</dt><dd><p>Luminance-ChannelBlue-ChannelRed component video for digital broadcast use,
whose standards have been updated for HDTV and commonly referred to as the HDMI format for component video.</p>
</dd>
</dl>
</dd>
<dt id="term-Color-Space">Color Space<a class="headerlink" href="#term-Color-Space" title="Link to this term"></a></dt><dd><p>A coordinate system in which a vector represent a color value.
This way the color space defines three things:</p>
<ul class="simple">
<li><p>The exact color of each of the <a class="reference internal" href="#term-Primaries"><span class="xref std std-term">Primaries</span></a></p></li>
<li><p>The <a class="reference internal" href="#term-White-Point"><span class="xref std std-term">White Point</span></a></p></li>
<li><p>A transfer function</p></li>
</ul>
<p>The color spaces supported by Blender depend on the active <a class="reference internal" href="../render/color_management.html#ocio-config"><span class="std std-ref">OCIO config</span></a>.
The default supported color spaces are described in detail here:
<a class="reference internal" href="../render/color_management.html#ocio-config-default-color-spaces"><span class="std std-ref">Default OpenColorIO Configuration</span></a></p>
<dl class="simple">
<dt>sRGB</dt><dd><p>A color space that uses the Rec .709 <a class="reference internal" href="#term-Primaries"><span class="xref std std-term">Primaries</span></a> and a D65 white point,
and 2.2 gamma correction value as the transfer function.</p>
</dd>
</dl>
</dd>
<dt id="term-Concave-Face">Concave Face<a class="headerlink" href="#term-Concave-Face" title="Link to this term"></a></dt><dd><p>Face in which one vertex is inside a triangle formed by other vertices of the face.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Convex_and_concave_polygons">Convex and concave polygons</a>
on Wikipedia.</p>
</dd>
<dt id="term-Constraint">Constraint<a class="headerlink" href="#term-Constraint" title="Link to this term"></a></dt><dd><p>A way of controlling one <a class="reference internal" href="#term-Object"><span class="xref std std-term">Object</span></a> with data from another.</p>
</dd>
<dt id="term-Convex-Face">Convex Face<a class="headerlink" href="#term-Convex-Face" title="Link to this term"></a></dt><dd><p>Face where, if lines were drawn from each vertex to every other vertex,
all lines would remain in the face. Opposite of a <a class="reference internal" href="#term-Concave-Face"><span class="xref std std-term">Concave Face</span></a>.</p>
</dd>
<dt id="term-Coplanar">Coplanar<a class="headerlink" href="#term-Coplanar" title="Link to this term"></a></dt><dd><p>Refers to any set of elements that are all aligned to the same 2D plane in 3D space.</p>
</dd>
<dt id="term-Crease">Crease<a class="headerlink" href="#term-Crease" title="Link to this term"></a></dt><dd><p>Property of an <a class="reference internal" href="#term-Edge"><span class="xref std std-term">Edge</span></a>. Used to define the sharpness of edges in <a class="reference internal" href="#term-Subdivision-Surface"><span class="xref std std-term">Subdivision Surface</span></a> meshes.</p>
</dd>
<dt id="term-Current-File-Asset-Library">Current File Asset Library<a class="headerlink" href="#term-Current-File-Asset-Library" title="Link to this term"></a></dt><dd><p>Asset library that is not a directory on drive, but only reflects the assets in
the current blend-file. This library is available regardless of the location of
the blend-file. See <a class="reference internal" href="../files/asset_libraries/introduction.html#asset-library-current-file"><span class="std std-ref">The Current File Asset Library</span></a>.</p>
</dd>
<dt id="term-Curve">Curve<a class="headerlink" href="#term-Curve" title="Link to this term"></a></dt><dd><p>A type of object defined in terms of a line interpolated between Control Vertices.
Available types of curves include <a class="reference internal" href="#term-Bezier"><span class="xref std std-term">Bézier</span></a>, <a class="reference internal" href="#term-NURBS"><span class="xref std std-term">NURBS</span></a> and Poly.</p>
</dd>
<dt id="term-Curve-Segment">Curve Segment<a class="headerlink" href="#term-Curve-Segment" title="Link to this term"></a></dt><dd><p>The part of a curve connecting two adjacent control points.</p>
</dd>
<dt id="term-Cyclic">Cyclic<a class="headerlink" href="#term-Cyclic" title="Link to this term"></a></dt><dd><p>Often referring to an object being circular. This term is often associated with <a class="reference internal" href="#term-Curve"><span class="xref std std-term">Curve</span></a>.</p>
</dd>
<dt id="term-Data-User">Data User<a class="headerlink" href="#term-Data-User" title="Link to this term"></a></dt><dd><p>An existing Blender object, which is using its own data, or
linked data (data owned and controlled by another Blender object).</p>
</dd>
<dt id="term-Data-Block">Data-Block<a class="headerlink" href="#term-Data-Block" title="Link to this term"></a></dt><dd><p>Data-blocks are the named items in Blender that serve as the base unit of
data in a blend file, and which can be linked into other blend files. Some
examples of data-blocks are objects, materials, armatures, meshes,
node-trees, and actions.</p>
</dd>
<dt id="term-Dielectric-Material">Dielectric Material<a class="headerlink" href="#term-Dielectric-Material" title="Link to this term"></a></dt><dd><p>A material for real world objects that are electrical insulators such as plastics, wood, glass, etc.
Essentially this summarizes any material that is solid and non metallic.</p>
</dd>
<dt id="term-Diffuse-Light">Diffuse Light<a class="headerlink" href="#term-Diffuse-Light" title="Link to this term"></a></dt><dd><p>Even, directed light coming off a surface.
For most things, diffuse light is the main lighting we see.
Diffuse light comes from a specific direction or location and creates shading.
Surfaces facing towards the light source will be brighter,
while surfaces facing away from the light source will be darker.</p>
</dd>
<dt id="term-Directional-Light">Directional Light<a class="headerlink" href="#term-Directional-Light" title="Link to this term"></a></dt><dd><p>The light that has a specific direction, but no location.
It seems to come from an infinitely far away source, like the sun.
Surfaces facing the light are illuminated more than surfaces facing away, but their location does not matter.
A directional light illuminates all objects in the scene, no matter where they are.</p>
</dd>
<dt id="term-Displacement-Mapping">Displacement Mapping<a class="headerlink" href="#term-Displacement-Mapping" title="Link to this term"></a></dt><dd><p>A method for distorting vertices based on an image or texture.
Similar to <a class="reference internal" href="#term-Bump-Mapping"><span class="xref std std-term">Bump Mapping</span></a>, but instead operates on the meshs actual geometry.
This relies on the mesh having enough geometry to represent details in the image.</p>
</dd>
<dt id="term-Display-Referenced">Display Referenced<a class="headerlink" href="#term-Display-Referenced" title="Link to this term"></a></dt><dd><p>Refers to an image whose <a class="reference internal" href="#term-Luminance"><span class="xref std std-term">Luminance</span></a> channel is limited to a certain range of values (usually 0-1).
The reason it is called display referenced is because a display cannot display an infinite range of values.
So, the term <a class="reference internal" href="#term-Scene-Referenced"><span class="xref std std-term">Scene Referenced</span></a> must go through a transfer function to be converted
from one to the other.</p>
</dd>
<dt id="term-DOF">DOF<a class="headerlink" href="#term-DOF" title="Link to this term"></a></dt><dt id="term-Depth-of-Field">Depth of Field<a class="headerlink" href="#term-Depth-of-Field" title="Link to this term"></a></dt><dd><p>The distance in front of and behind the subject which appears to be in focus. For any given lens setting,
there is only one distance at which a subject is precisely in focus, but focus falls off gradually on either
side of that distance, so there is a region in which the blurring is tolerable. This region is greater behind
the point of focus than it is in front, as the angle of the light rays change more rapidly;
they approach being parallel with increasing distance.</p>
</dd>
<dt id="term-Double-Buffer">Double Buffer<a class="headerlink" href="#term-Double-Buffer" title="Link to this term"></a></dt><dd><p>Technique for rendering and displaying content on the screen.
Blender uses two buffers (images) to render the interface,
the content of one buffer is displayed while rendering occurs on the other buffer.
When rendering is complete, the buffers are switched.</p>
</dd>
<dt id="term-DPI">DPI<a class="headerlink" href="#term-DPI" title="Link to this term"></a></dt><dt id="term-Dots-Per-Inch">Dots Per Inch<a class="headerlink" href="#term-Dots-Per-Inch" title="Link to this term"></a></dt><dd><p>A physical measurement for the number of individual dots that can be placed in a line span of one inch.</p>
<p>This term typically applies to printing however it is often used loosely to mean <a class="reference internal" href="#term-PPI"><span class="xref std std-term">PPI</span></a>.</p>
<p>See also:</p>
<ul class="simple">
<li><p><a class="reference internal" href="../files/media/image_formats.html#files-media-image-formats"><span class="std std-ref">Pixel Density support for image formats</span></a></p></li>
<li><p><a class="reference internal" href="../render/output/properties/output.html#render-output-pixel-density-panel"><span class="std std-ref">Pixel Density support for render output</span></a></p></li>
</ul>
</dd>
<dt id="term-Edge">Edge<a class="headerlink" href="#term-Edge" title="Link to this term"></a></dt><dd><p>Straight segment (line) that connects two <a class="reference internal" href="#term-Vertex"><span class="xref std std-term">Vertices</span></a>, and can be part of a <a class="reference internal" href="#term-Face"><span class="xref std std-term">Face</span></a>.</p>
</dd>
<dt id="term-Edge-Loop">Edge Loop<a class="headerlink" href="#term-Edge-Loop" title="Link to this term"></a></dt><dd><p>Chain of <a class="reference internal" href="#term-Edge"><span class="xref std std-term">Edges</span></a> belonging to consecutive <a class="reference internal" href="#term-Quad"><span class="xref std std-term">Quads</span></a>.
An edge loop ends at a pole or a boundary. Otherwise, it is cyclic.</p>
</dd>
<dt id="term-Edge-Ring">Edge Ring<a class="headerlink" href="#term-Edge-Ring" title="Link to this term"></a></dt><dd><p>Path of all <a class="reference internal" href="#term-Edge"><span class="xref std std-term">Edges</span></a> along a <a class="reference internal" href="#term-Face-Loop"><span class="xref std std-term">Face Loop</span></a> that share two faces belonging to that loop.</p>
</dd>
<dt id="term-Elastic">Elastic<a class="headerlink" href="#term-Elastic" title="Link to this term"></a></dt><dd><p>Objects that are able to spontaneously return to their original shape
after all outside forces are removed from the object.</p>
</dd>
<dt id="term-Elasticity">Elasticity<a class="headerlink" href="#term-Elasticity" title="Link to this term"></a></dt><dd><p>The amount a material is elastic versus inelastic.</p>
</dd>
<dt id="term-Empty">Empty<a class="headerlink" href="#term-Empty" title="Link to this term"></a></dt><dd><p>An <a class="reference internal" href="#term-Object"><span class="xref std std-term">Object</span></a> without any <a class="reference internal" href="#term-Vertices"><span class="xref std std-term">Vertices</span></a>, <a class="reference internal" href="#term-Edge"><span class="xref std std-term">Edges</span></a> or <a class="reference internal" href="#term-Face"><span class="xref std std-term">Faces</span></a>.</p>
</dd>
<dt id="term-Euler">Euler<a class="headerlink" href="#term-Euler" title="Link to this term"></a></dt><dt id="term-Euler-Rotation">Euler Rotation<a class="headerlink" href="#term-Euler-Rotation" title="Link to this term"></a></dt><dd><p>Rotation method where rotations are applied to each of the X, Y, Z axes in a specific order.</p>
<p>Euler orders in Blender are most intuitive when read backwards: <em>XYZ Euler</em> is similar to rotating
around <em>Local Z</em> using the <em>Rotate</em> tool in the 3D Viewport, followed by <em>Local Y</em> and then <em>Local X</em>.</p>
</dd>
<dt id="term-F-Curve">F-Curve<a class="headerlink" href="#term-F-Curve" title="Link to this term"></a></dt><dd><p>A curve that holds the animation values of a specific property.</p>
</dd>
<dt id="term-Face">Face<a class="headerlink" href="#term-Face" title="Link to this term"></a></dt><dd><p>Mesh element that defines a piece of surface. It consists of three or more <a class="reference internal" href="#term-Edge"><span class="xref std std-term">Edges</span></a>.</p>
</dd>
<dt id="term-Face-Loop">Face Loop<a class="headerlink" href="#term-Face-Loop" title="Link to this term"></a></dt><dd><p>Chain of consecutive <a class="reference internal" href="#term-Quad"><span class="xref std std-term">Quads</span></a>. A face loop stops at a <a class="reference internal" href="#term-Triangle"><span class="xref std std-term">Triangle</span></a> or <a class="reference internal" href="#term-N-gon"><span class="xref std std-term">N-gon</span></a>
(which do not belong to the loop), or at a boundary. Otherwise, it is cyclic.</p>
</dd>
<dt id="term-Face-Normal">Face Normal<a class="headerlink" href="#term-Face-Normal" title="Link to this term"></a></dt><dd><p>The normalized vector perpendicular to the plane that a <a class="reference internal" href="#term-Face"><span class="xref std std-term">Face</span></a> lies in. Each face has its own normal.</p>
</dd>
<dt id="term-Fake-User">Fake User<a class="headerlink" href="#term-Fake-User" title="Link to this term"></a></dt><dd><p>A special <a class="reference internal" href="#term-Data-User"><span class="xref std std-term">Data User</span></a>, a program construct that is
used to mark an object (e.g. material) to be saved in a blend-file,
even when no <a class="reference internal" href="#term-Real-User"><span class="xref std std-term">Real User</span></a> is using the object.
Objects that are not used by any Data User are not included in saved blend-files.</p>
</dd>
<dt id="term-Field-of-View">Field of View<a class="headerlink" href="#term-Field-of-View" title="Link to this term"></a></dt><dd><p>The area in which objects are visible to the camera. Also see <a class="reference internal" href="#term-Focal-Length"><span class="xref std std-term">Focal Length</span></a>.</p>
</dd>
<dt id="term-Fireflies">Fireflies<a class="headerlink" href="#term-Fireflies" title="Link to this term"></a></dt><dd><p>Rendering artifacts encountered with path tracing resulting from
improbable samples that contribute very high values to pixels.</p>
</dd>
<dt id="term-FK">FK<a class="headerlink" href="#term-FK" title="Link to this term"></a></dt><dt id="term-Forward-Kinematics">Forward Kinematics<a class="headerlink" href="#term-Forward-Kinematics" title="Link to this term"></a></dt><dd><p>The process of determining the movement of interconnected segments or bones of
a body or model in the order from the parent bones to the child bones.
Using forward kinematics on a hierarchically structured object, you can move
the upper arm then the lower arm and hand go along with the movement.
Without forward kinematics the lower arm and hand would disconnect from
upper arm and would move independently in space.</p>
<p>See also <a class="reference internal" href="#term-Inverse-Kinematics"><span class="xref std std-term">Inverse Kinematics</span></a>.</p>
</dd>
<dt id="term-Focal-Length">Focal Length<a class="headerlink" href="#term-Focal-Length" title="Link to this term"></a></dt><dd><p>The distance required by a lens to focus collimated light.
Defines the magnification power of a lens. Also see <a class="reference internal" href="#term-Field-of-View"><span class="xref std std-term">Field of View</span></a>.</p>
</dd>
<dt id="term-Frame-Types">Frame Types<a class="headerlink" href="#term-Frame-Types" title="Link to this term"></a></dt><dd><p>In video compression, a frame can be compressed by several different algorithms.
These algorithms are known as <em>picture types</em> or <em>frame types</em>
and there are three major types: <strong>I</strong>, <strong>P</strong>, and <strong>B</strong> frames.</p>
<dl class="simple">
<dt>Iframes</dt><dd><p>The least compressible but dont require other video frames to decode.</p>
</dd>
<dt>Pframes</dt><dd><p>Use data from previous frames to decompress and are more compressible than Iframes.</p>
</dd>
<dt>Bframes</dt><dd><p>Use both previous and forward frames for data reference to get the highest amount of compression.</p>
</dd>
</dl>
</dd>
<dt id="term-Gamma">Gamma<a class="headerlink" href="#term-Gamma" title="Link to this term"></a></dt><dd><p>An operation used to adjust the brightness of an image.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Gamma_correction">Gamma correction</a> on Wikipedia.</p>
</dd>
<dt id="term-Geodesic">Geodesic<a class="headerlink" href="#term-Geodesic" title="Link to this term"></a></dt><dd><p>Relating to the shortest possible path between two points on a curved surface.</p>
</dd>
<dt id="term-Geometric-Center">Geometric Center<a class="headerlink" href="#term-Geometric-Center" title="Link to this term"></a></dt><dd><p>The mean average of the positions of all vertices making up the object.</p>
</dd>
<dt id="term-Gimbal">Gimbal<a class="headerlink" href="#term-Gimbal" title="Link to this term"></a></dt><dd><p>A pivoted support that allows the rotation of an object about a single axis.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Gimbal">Gimbal</a> on Wikipedia.</p>
</dd>
<dt id="term-Gimbal-Lock">Gimbal Lock<a class="headerlink" href="#term-Gimbal-Lock" title="Link to this term"></a></dt><dd><p>The limitation where axes of rotation can become aligned,
losing the ability to rotate on an axis (typically associated with <a class="reference internal" href="#term-Euler-Rotation"><span class="xref std std-term">Euler Rotation</span></a>).</p>
<ul class="simple">
<li><p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Gimbal_lock">Gimbal lock</a> on Wikipedia.</p></li>
<li><p>See also <a class="reference external" href="https://blender.stackexchange.com/questions/469">Gimbal lock</a> on Stack Exchange.</p></li>
</ul>
</dd>
<dt id="term-Global-Illumination">Global Illumination<a class="headerlink" href="#term-Global-Illumination" title="Link to this term"></a></dt><dd><p>A superset of <a class="reference internal" href="#term-Radiosity"><span class="xref std std-term">Radiosity</span></a> and ray tracing. The goal is to compute all possible light interactions
in a given scene, and thus, obtain a truly photorealistic image.
All combinations of diffuse and specular reflections and transmissions must be accounted for.
Effects such as color bleeding and caustics must be included in a global illumination simulation.</p>
</dd>
<dt id="term-Global-Space">Global Space<a class="headerlink" href="#term-Global-Space" title="Link to this term"></a></dt><dd><p>See <a class="reference internal" href="#term-World-Space"><span class="xref std std-term">World Space</span></a>.</p>
</dd>
<dt id="term-Glossy-Map">Glossy Map<a class="headerlink" href="#term-Glossy-Map" title="Link to this term"></a></dt><dd><p>See <a class="reference internal" href="#term-Roughness-Map"><span class="xref std std-term">Roughness Map</span></a>.</p>
</dd>
<dt id="term-HDRI">HDRI<a class="headerlink" href="#term-HDRI" title="Link to this term"></a></dt><dt id="term-High-Dynamic-Range-Image">High Dynamic Range Image<a class="headerlink" href="#term-High-Dynamic-Range-Image" title="Link to this term"></a></dt><dd><p>A set of techniques that allow a far greater dynamic range of exposures than normal digital imaging techniques.
The intention is to accurately represent the wide range of intensity levels found in real scenes,
ranging from direct sunlight to the deepest shadows.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/HDRI">HDRI</a> on Wikipedia.</p>
</dd>
<dt id="term-Head">Head<a class="headerlink" href="#term-Head" title="Link to this term"></a></dt><dd><p>A subcomponent of a <a class="reference internal" href="#term-Bone"><span class="xref std std-term">Bone</span></a>. The point of rotation for the bone
has X, Y, and Z coordinates measured in the <a class="reference internal" href="#term-Local-Space"><span class="xref std std-term">Local Space</span></a> of the <a class="reference internal" href="#term-Armature"><span class="xref std std-term">Armature</span></a> object.
Used in conjunction with the <a class="reference internal" href="#term-Tail"><span class="xref std std-term">Tail</span></a> to define the local Y axis of the bone
in <a class="reference internal" href="#term-Pose-Mode"><span class="xref std std-term">Pose Mode</span></a>. The larger of the two ends when displayed as an <a class="reference internal" href="#term-Octahedron"><span class="xref std std-term">Octahedron</span></a>.</p>
</dd>
<dt id="term-Hue">Hue<a class="headerlink" href="#term-Hue" title="Link to this term"></a></dt><dd><p>A shade of light out of the color spectrum.</p>
</dd>
<dt id="term-IK">IK<a class="headerlink" href="#term-IK" title="Link to this term"></a></dt><dt id="term-Inverse-Kinematics">Inverse Kinematics<a class="headerlink" href="#term-Inverse-Kinematics" title="Link to this term"></a></dt><dd><p>The process of determining the movement of interconnected segments or bones of
a body or model in the order from the child bones to the parent bones.
Using inverse kinematics on a hierarchically structured object, you can move
the hand then the upper and lower arm will automatically follow that movement.
Without inverse kinematics the hand would come off the model
and would move independently in space.</p>
<p>See also <a class="reference internal" href="#term-Forward-Kinematics"><span class="xref std std-term">Forward Kinematics</span></a>.</p>
</dd>
<dt id="term-Interpolation">Interpolation<a class="headerlink" href="#term-Interpolation" title="Link to this term"></a></dt><dd><p>The process of calculating new data between points of known value, like <a class="reference internal" href="#term-Keyframe"><span class="xref std std-term">Keyframes</span></a>.</p>
</dd>
<dt id="term-IOR">IOR<a class="headerlink" href="#term-IOR" title="Link to this term"></a></dt><dt id="term-Index-of-Refraction">Index of Refraction<a class="headerlink" href="#term-Index-of-Refraction" title="Link to this term"></a></dt><dd><p>A property of transparent materials.
When a light ray travels through the same volume it follows a straight path.
However, if it passes from one transparent volume to another, it bends.
The angle by which the ray is bent can be determined by the IOR of the materials of both volumes.</p>
</dd>
<dt id="term-Keyframe">Keyframe<a class="headerlink" href="#term-Keyframe" title="Link to this term"></a></dt><dd><p>A frame in an animated sequence drawn or otherwise constructed directly by the animator.
In classical animation, when all frames were drawn by animators,
the senior artist would draw these frames, leaving the “in between” frames to an apprentice.
Now, the animator creates only the first and last frames of a simple sequence (keyframes);
the computer fills in the gap.</p>
</dd>
<dt id="term-Keyframing">Keyframing<a class="headerlink" href="#term-Keyframing" title="Link to this term"></a></dt><dd><p>Inserting <a class="reference internal" href="#term-Keyframe"><span class="xref std std-term">Keyframes</span></a> to build an animated sequence.</p>
</dd>
<dt id="term-Lattice">Lattice<a class="headerlink" href="#term-Lattice" title="Link to this term"></a></dt><dd><p>A type of object consisting of a non-renderable three-dimensional grid of vertices.</p>
<p>See also <a class="reference internal" href="../modeling/modifiers/deform/lattice.html"><span class="doc">Lattice Modifier</span></a>.</p>
</dd>
<dt id="term-Light-Bounces">Light Bounces<a class="headerlink" href="#term-Light-Bounces" title="Link to this term"></a></dt><dd><p>Refers to the reflection or transmission of a light ray upon interaction with a material.
See also <a class="reference internal" href="../render/cycles/render_settings/light_paths.html"><span class="doc">Light Paths</span></a>.</p>
</dd>
<dt id="term-Local-Space">Local Space<a class="headerlink" href="#term-Local-Space" title="Link to this term"></a></dt><dd><p>A 3D coordinate system that originates (for Objects) at the <a class="reference internal" href="#term-Object-Origin"><span class="xref std std-term">Object Origin</span></a>.
or (for Bones) at the <a class="reference internal" href="#term-Head"><span class="xref std std-term">Head</span></a> of the <a class="reference internal" href="#term-Bone"><span class="xref std std-term">Bone</span></a>.</p>
<p>Compare to <a class="reference internal" href="#term-World-Space"><span class="xref std std-term">World Space</span></a>.</p>
</dd>
<dt id="term-Luminance">Luminance<a class="headerlink" href="#term-Luminance" title="Link to this term"></a></dt><dd><p>The intensity of light either in an image/model channel,
or emitted from a surface per square unit in a given direction.</p>
</dd>
<dt id="term-Manifold">Manifold<a class="headerlink" href="#term-Manifold" title="Link to this term"></a></dt><dd><p>Manifold meshes, also called water-tight meshes, define a closed non-self-intersecting volume
(see also <a class="reference internal" href="#term-Non-manifold"><span class="xref std std-term">Non-manifold</span></a>). A manifold mesh is a mesh in which the structure of the connected
faces in a closed volume will always point the normals (and their surfaces) to the outside
or to the inside of the mesh without any overlaps. If you recalculate those normals,
they will always point at a predictable direction (to the outside or to the inside of the volume).
When working with non-closed volumes, a manifold mesh is a mesh in which
the normals will always define two different and non-consecutive surfaces.
A manifold mesh will always define an even number of non-overlapped surfaces.</p>
</dd>
<dt id="term-MatCap">MatCap<a class="headerlink" href="#term-MatCap" title="Link to this term"></a></dt><dd><p>Stands for “material capture”, using an image to represent a complete material
including lighting and reflections.</p>
</dd>
<dt id="term-Matte">Matte<a class="headerlink" href="#term-Matte" title="Link to this term"></a></dt><dt id="term-Mask">Mask<a class="headerlink" href="#term-Mask" title="Link to this term"></a></dt><dd><p>A grayscale image used to include or exclude parts of an image.
A matte is applied as an <a class="reference internal" href="#term-Alpha-Channel"><span class="xref std std-term">Alpha Channel</span></a>,
or it is used as a mix factor when applying <a class="reference internal" href="#term-Color-Blend-Modes"><span class="xref std std-term">Color Blend Modes</span></a>.</p>
</dd>
<dt id="term-Mesh">Mesh<a class="headerlink" href="#term-Mesh" title="Link to this term"></a></dt><dd><p>Type of object consisting of <a class="reference internal" href="#term-Vertex"><span class="xref std std-term">Vertices</span></a>, <a class="reference internal" href="#term-Edge"><span class="xref std std-term">Edges</span></a> and <a class="reference internal" href="#term-Face"><span class="xref std std-term">Faces</span></a>.</p>
</dd>
<dt id="term-Micropolygons">Micropolygons<a class="headerlink" href="#term-Micropolygons" title="Link to this term"></a></dt><dd><p>A polygon roughly the size of a pixel or smaller.</p>
</dd>
<dt id="term-MIP">MIP<a class="headerlink" href="#term-MIP" title="Link to this term"></a></dt><dt id="term-Mip-map">Mip-map<a class="headerlink" href="#term-Mip-map" title="Link to this term"></a></dt><dt id="term-Mip-mapping">Mip-mapping<a class="headerlink" href="#term-Mip-mapping" title="Link to this term"></a></dt><dd><p>MIP is an acronym of the Latin phrase multum in parvo, meaning much in little.
Mip-maps are progressively lower resolution representations of an image,
generally reduced by half squared interpolations using <a class="reference internal" href="#term-Anti-Aliasing"><span class="xref std std-term">Anti-Aliasing</span></a>.
Mip-mapping is the process used to calculate lower resolutions of
the same image, reducing memory usage to help speed visualization, but increasing
memory usage for calculations and allocation. Mip-mapping is also a process
used to create small anti-aliased samples of an image used for texturing.
The mip-mapping calculations are made by CPUs, but modern graphic processors
can be selected for this task and are way faster.</p>
<p>See the mip-map option present in the <a class="reference internal" href="../editors/preferences/system.html"><span class="doc">System Preferences</span></a>.</p>
</dd>
<dt id="term-MIS">MIS<a class="headerlink" href="#term-MIS" title="Link to this term"></a></dt><dt id="term-Multiple-Importance-Sampling">Multiple Importance Sampling<a class="headerlink" href="#term-Multiple-Importance-Sampling" title="Link to this term"></a></dt><dd><p>A process of estimating the direction of light rays to improve sampling quality.</p>
<p>See <a class="reference internal" href="../render/cycles/optimizations/reducing_noise.html#render-cycles-reducing-noise-mis"><span class="std std-ref">Multiple Importance Sampling</span></a> and
also <a class="reference external" href="https://en.wikipedia.org/wiki/Importance_sampling">Importance sampling</a> on Wikipedia.</p>
</dd>
<dt id="term-Modifiers">Modifiers<a class="headerlink" href="#term-Modifiers" title="Link to this term"></a></dt><dd><p>A non-destructive operation that is applied on top of some sort of data.</p>
</dd>
<dt id="term-Motion-Blur">Motion Blur<a class="headerlink" href="#term-Motion-Blur" title="Link to this term"></a></dt><dd><p>The phenomenon that occurs when we perceive a rapidly moving object.
The object appears to be blurred because of our persistence of vision.
Simulating motion blur makes computer animation appear more realistic.</p>
</dd>
<dt id="term-Multisampling">Multisampling<a class="headerlink" href="#term-Multisampling" title="Link to this term"></a></dt><dd><p>Rendering multiple samples per pixel, for <a class="reference internal" href="#term-Anti-Aliasing"><span class="xref std std-term">Anti-Aliasing</span></a>.</p>
</dd>
<dt id="term-N-gon">N-gon<a class="headerlink" href="#term-N-gon" title="Link to this term"></a></dt><dd><p>A <a class="reference internal" href="#term-Face"><span class="xref std std-term">Face</span></a> that contains more than four <a class="reference internal" href="#term-Vertex"><span class="xref std std-term">Vertices</span></a>.</p>
</dd>
<dt id="term-NDOF">NDOF<a class="headerlink" href="#term-NDOF" title="Link to this term"></a></dt><dt id="term-3D-Mouse">3D Mouse<a class="headerlink" href="#term-3D-Mouse" title="Link to this term"></a></dt><dd><p>A general term used to describe a 3D mouse, or any input devices which supports
more degrees of freedom than a conventional 2D input device, see: <a class="reference internal" href="../getting_started/configuration/hardware.html#hardware-ndof"><span class="std std-ref">Touchpad</span></a>.</p>
</dd>
<dt id="term-Non-manifold">Non-manifold<a class="headerlink" href="#term-Non-manifold" title="Link to this term"></a></dt><dd><p>Non-Manifold meshes essentially define geometry which cannot exist in the real world.
This kind of geometry is not suitable for several types of operations,
especially those where knowing the volume (inside/outside) of the object is important
(refraction, fluids, Boolean operations, or 3D printing, to name a few).
A non-manifold mesh is a mesh in which the structure of
a non-overlapped surface (based on its connected faces) will not determine
the inside or the outside of a volume based on its normals, defining
a single surface for both sides, but ended with flipped normals.
When working with non-closed volumes, a non-manifold mesh will always
determine at least one discontinuity in the normal directions, either
by an inversion of a connected loop, or by an odd number of surfaces.
A non-manifold mesh will always define an odd number of surfaces.</p>
<p>There are several types of non-manifold geometry:</p>
<ul class="simple">
<li><p>Some borders and holes (edges with only a single connected face), as faces have no thickness.</p></li>
<li><p>Edges and vertices not belonging to any face (wire).</p></li>
<li><p>Edges connected to three or more faces (interior faces).</p></li>
<li><p>Vertices belonging to faces that are not adjoining (e.g. two cones sharing the vertex at the apex).</p></li>
</ul>
<p>See also: <a class="reference internal" href="../modeling/meshes/selecting/all_by_trait.html#bpy-ops-mesh-select-non-manifold"><span class="std std-ref">Select Non-Manifold</span></a> tool.</p>
</dd>
<dt id="term-Nonlinear-Animation">Nonlinear Animation<a class="headerlink" href="#term-Nonlinear-Animation" title="Link to this term"></a></dt><dd><p>Animation technique that allows the animator to edit motions as a whole,
not just the individual keys. Nonlinear animation allows you to combine,
mix, and blend different motions to create entirely new animations.</p>
</dd>
<dt id="term-Normal">Normal<a class="headerlink" href="#term-Normal" title="Link to this term"></a></dt><dd><p>The normalized vector perpendicular to a surface.</p>
<p>Normals can be assigned to vertices,
faces and modulated across a surface using <a class="reference internal" href="#term-Normal-Mapping"><span class="xref std std-term">Normal Mapping</span></a>.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Normal_(geometry)">Normals</a> on Wikipedia.</p>
</dd>
<dt id="term-Normal-Mapping">Normal Mapping<a class="headerlink" href="#term-Normal-Mapping" title="Link to this term"></a></dt><dd><p>Is similar to <a class="reference internal" href="#term-Bump-Mapping"><span class="xref std std-term">Bump Mapping</span></a>, but instead of the image being a grayscale heightmap,
the colors define in which direction the normal should be shifted,
the three color channels being mapped to the three directions X, Y and Z.
This allows more detail and control over the effect.</p>
</dd>
<dt id="term-NURBS">NURBS<a class="headerlink" href="#term-NURBS" title="Link to this term"></a></dt><dt id="term-Non-uniform-Rational-Basis-Spline">Non-uniform Rational Basis Spline<a class="headerlink" href="#term-Non-uniform-Rational-Basis-Spline" title="Link to this term"></a></dt><dd><p>A computer graphics technique for generating and representing curves and surfaces.</p>
</dd>
<dt id="term-Object">Object<a class="headerlink" href="#term-Object" title="Link to this term"></a></dt><dd><p>Container for a type (mesh, curve, surface, meta-ball, text, armature,
lattice, empty, camera, light) and basic 3D transform data (<a class="reference internal" href="#term-Object-Origin"><span class="xref std std-term">Object Origin</span></a>).</p>
</dd>
<dt id="term-Object-Center">Object Center<a class="headerlink" href="#term-Object-Center" title="Link to this term"></a></dt><dt id="term-Object-Origin">Object Origin<a class="headerlink" href="#term-Object-Origin" title="Link to this term"></a></dt><dd><p>A reference point used to position, rotate, and scale an <a class="reference internal" href="#term-Object"><span class="xref std std-term">Object</span></a>
and to define its <a class="reference internal" href="#term-Local-Space"><span class="xref std std-term">Local Space</span></a> coordinates.</p>
</dd>
<dt id="term-Octahedron">Octahedron<a class="headerlink" href="#term-Octahedron" title="Link to this term"></a></dt><dd><p>An eight-sided figure commonly used to depict the <a class="reference internal" href="#term-Bone"><span class="xref std std-term">Bones</span></a> of an <a class="reference internal" href="#term-Armature"><span class="xref std std-term">Armature</span></a>.</p>
</dd>
<dt id="term-OpenGL">OpenGL<a class="headerlink" href="#term-OpenGL" title="Link to this term"></a></dt><dd><p>The graphics system used by Blender (and many other graphics applications)
for rendering 3D graphics, often taking advantage of hardware acceleration.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/OpenGL">OpenGL</a> on Wikipedia.</p>
</dd>
<dt id="term-Operator">Operator<a class="headerlink" href="#term-Operator" title="Link to this term"></a></dt><dd><p>An executable action that is completed the moment theyre initiated.
See <a class="reference internal" href="../interface/operators.html"><span class="doc">Operators</span></a> as described in the user interface section.</p>
</dd>
<dt id="term-Overscan">Overscan<a class="headerlink" href="#term-Overscan" title="Link to this term"></a></dt><dd><p>The term used to describe the situation.
when not all of a televised image is present on a viewing screen.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Overscan">Overscan</a> on Wikipedia.</p>
</dd>
<dt id="term-Panel">Panel<a class="headerlink" href="#term-Panel" title="Link to this term"></a></dt><dd><p>A user interface element that contains buttons.
Panels are collapsible to hide there contents and can often be rearranged.
See <a class="reference internal" href="../interface/window_system/tabs_panels.html#bpy-types-panel"><span class="std std-ref">Panels</span></a> as described in the user interface section.</p>
</dd>
<dt id="term-Parent">Parent<a class="headerlink" href="#term-Parent" title="Link to this term"></a></dt><dd><p>An <a class="reference internal" href="#term-Object"><span class="xref std std-term">Object</span></a> that affects its <a class="reference internal" href="#term-Child"><span class="xref std std-term">Child</span></a> objects.</p>
</dd>
<dt id="term-Parenting">Parenting<a class="headerlink" href="#term-Parenting" title="Link to this term"></a></dt><dd><p>Creating a <a class="reference internal" href="#term-Parent"><span class="xref std std-term">Parent</span></a>-<a class="reference internal" href="#term-Child"><span class="xref std std-term">Child</span></a> relationship between two <a class="reference internal" href="#term-Object"><span class="xref std std-term">objects</span></a>.</p>
</dd>
<dt id="term-Particle-System">Particle System<a class="headerlink" href="#term-Particle-System" title="Link to this term"></a></dt><dd><p>Technique that simulates certain kinds of fuzzy phenomena,
which are otherwise very hard to reproduce with conventional rendering techniques.
Common examples include fire, explosions, smoke, sparks, falling leaves, clouds, fog, snow, dust,
meteor tails, stars, and galaxies, or abstract visual effects like glowing trails, magic spells.
Also used for things like fur, grass or hair.</p>
</dd>
<dt id="term-Phong">Phong<a class="headerlink" href="#term-Phong" title="Link to this term"></a></dt><dd><p>Local illumination model that can produce a certain degree of realism in three-dimensional
objects by combining three elements: diffuse, specular and ambient for each considered point on a surface.
It has several assumptions all lights are points, only surface geometry is considered,
only local modeling of diffuse and specular, specular color is the same as light color,
ambient is a global constant.</p>
</dd>
<dt id="term-Pivot-Point">Pivot Point<a class="headerlink" href="#term-Pivot-Point" title="Link to this term"></a></dt><dd><p>The pivot point is the point in space around which all
rotation, scaling and mirror transformations are centered.</p>
<p>See also the <a class="reference internal" href="../editors/3dview/controls/pivot_point/index.html"><span class="doc">Pivot Point</span></a> docs.</p>
</dd>
<dt id="term-Pixel">Pixel<a class="headerlink" href="#term-Pixel" title="Link to this term"></a></dt><dd><p>The smallest unit of information in a 2D raster image,
representing a single color made up of red, green, and blue channels.
If the image has an <a class="reference internal" href="#term-Alpha-Channel"><span class="xref std std-term">Alpha Channel</span></a>, the pixel will contain a corresponding fourth channel.</p>
</dd>
<dt id="term-Point-Cloud">Point Cloud<a class="headerlink" href="#term-Point-Cloud" title="Link to this term"></a></dt><dd><p>A list of points in 3D space.</p>
</dd>
<dt id="term-Pole">Pole<a class="headerlink" href="#term-Pole" title="Link to this term"></a></dt><dd><p><a class="reference internal" href="#term-Vertex"><span class="xref std std-term">Vertex</span></a> where three, five, or more edges meet.
A vertex connected to one, two, or four edges is not a pole.</p>
</dd>
<dt id="term-Pose-Bone">Pose Bone<a class="headerlink" href="#term-Pose-Bone" title="Link to this term"></a></dt><dd><p>Pose-specific properties of a <a class="reference internal" href="#term-Bone"><span class="xref std std-term">Bone</span></a>, such as its location /
rotation / scale relative to the <a class="reference internal" href="#term-Armature"><span class="xref std std-term">Armature</span></a>s rest pose. Its
properties are stored on the <a class="reference internal" href="#term-Object"><span class="xref std std-term">Object</span></a>, and thus can be different for
each user of the Armature. The Pose Bone also stores constraints.</p>
</dd>
<dt id="term-Pose-Mode">Pose Mode<a class="headerlink" href="#term-Pose-Mode" title="Link to this term"></a></dt><dd><p>Used for <a class="reference internal" href="#term-Posing"><span class="xref std std-term">Posing</span></a>, <a class="reference internal" href="#term-Keyframing"><span class="xref std std-term">Keyframing</span></a>, <a class="reference internal" href="#term-Weight-Painting"><span class="xref std std-term">Weight Painting</span></a>,
<a class="reference internal" href="#term-Constraint"><span class="xref std std-term">Constraining</span></a> and <a class="reference internal" href="#term-Parenting"><span class="xref std std-term">Parenting</span></a> the <a class="reference internal" href="#term-Bone"><span class="xref std std-term">Bones</span></a> of an <a class="reference internal" href="#term-Armature"><span class="xref std std-term">Armature</span></a>.</p>
</dd>
<dt id="term-Posing">Posing<a class="headerlink" href="#term-Posing" title="Link to this term"></a></dt><dd><p>Moving, Rotating and Scaling the <a class="reference internal" href="#term-Pose-Bone"><span class="xref std std-term">Pose Bones</span></a> of an
<a class="reference internal" href="#term-Armature"><span class="xref std std-term">Armature</span></a> to achieve an aesthetically pleasing pose for a
character.</p>
</dd>
<dt id="term-PPI">PPI<a class="headerlink" href="#term-PPI" title="Link to this term"></a></dt><dt id="term-Pixels-Per-Inch">Pixels Per Inch<a class="headerlink" href="#term-Pixels-Per-Inch" title="Link to this term"></a></dt><dd><p>A physical measurement for the number of individual pixels that can be placed in a line span of one inch.</p>
<p>This term is sometimes used interchangeably with <a class="reference internal" href="#term-DPI"><span class="xref std std-term">DPI</span></a>.</p>
<div class="admonition seealso">
<p class="admonition-title">See also</p>
<ul class="simple">
<li><p><a class="reference internal" href="../files/media/image_formats.html#files-media-image-formats"><span class="std std-ref">Pixel Density support for image formats</span></a></p></li>
<li><p><a class="reference internal" href="../render/output/properties/output.html#render-output-pixel-density-panel"><span class="std std-ref">Pixel Density support for render output</span></a></p></li>
</ul>
</div>
</dd>
<dt id="term-Premultiplied-Alpha">Premultiplied Alpha<a class="headerlink" href="#term-Premultiplied-Alpha" title="Link to this term"></a></dt><dd><p>See <a class="reference internal" href="#term-Alpha-Channel"><span class="xref std std-term">Alpha Channel</span></a>.</p>
</dd>
<dt id="term-Primaries">Primaries<a class="headerlink" href="#term-Primaries" title="Link to this term"></a></dt><dd><p>In color theory, primaries (often known as primary colors) are the abstract lights,
using an absolute model, that make up a <a class="reference internal" href="#term-Color-Space"><span class="xref std std-term">Color Space</span></a>.</p>
</dd>
<dt id="term-Primitive">Primitive<a class="headerlink" href="#term-Primitive" title="Link to this term"></a></dt><dd><p>A basic object that can be used as a basis for modeling more complicated objects.</p>
</dd>
<dt id="term-Procedural-Texture">Procedural Texture<a class="headerlink" href="#term-Procedural-Texture" title="Link to this term"></a></dt><dd><p>Computer generated (generic) textures that can be configured via different parameters.</p>
</dd>
<dt id="term-Projection">Projection<a class="headerlink" href="#term-Projection" title="Link to this term"></a></dt><dd><p>In computer graphics, there are two common camera projections used.</p>
<dl class="simple">
<dt>Perspective</dt><dd><p>A <em>perspective</em> view is geometrically constructed by taking a scene in 3D and placing an observer
at point <em>O</em>. The 2D perspective scene is built by placing a plane (e.g. a sheet of paper)
where the 2D scene is to be rendered in front of point <em>O</em>, perpendicular to the viewing direction.
For each point <em>P</em> in the 3D scene a <em>PO</em> line is drawn, passing by <em>O</em> and <em>P</em>.
The intersection point <em>S</em> between this <em>PO</em> line and the plane is the perspective projection
of that point. By projecting all points <em>P</em> of the scene you get a perspective view.</p>
</dd>
<dt>Orthographic</dt><dd><p>In an <em>orthographic</em> projection,
you have a viewing direction but not a viewing point <em>O</em>. The line is then drawn
through point <em>P</em> so that it is parallel to the viewing direction. The intersection
<em>S</em> between the line and the plane is the orthographic projection of the point <em>P</em>.
By projecting all points <em>P</em> of the scene you get the orthographic view.</p>
</dd>
</dl>
</dd>
<dt id="term-Proxy">Proxy<a class="headerlink" href="#term-Proxy" title="Link to this term"></a></dt><dd><p>For video editing, a proxy is a smaller version of the original file,
typically using an optimized video codec and lower resolution version (faster to load)
that stands in for the main image or video.</p>
<p>When proxies are built, editing functions like scrubbing and scrolling and compositing is much
faster but gives lower resolution and slightly imprecise result.</p>
</dd>
<dt id="term-Quad">Quad<a class="headerlink" href="#term-Quad" title="Link to this term"></a></dt><dt id="term-Quadrilateral">Quadrilateral<a class="headerlink" href="#term-Quadrilateral" title="Link to this term"></a></dt><dt id="term-Quadrangle">Quadrangle<a class="headerlink" href="#term-Quadrangle" title="Link to this term"></a></dt><dd><p><a class="reference internal" href="#term-Face"><span class="xref std std-term">Face</span></a> that contains exactly four <a class="reference internal" href="#term-Vertex"><span class="xref std std-term">Vertices</span></a>.</p>
</dd>
<dt id="term-Quaternion">Quaternion<a class="headerlink" href="#term-Quaternion" title="Link to this term"></a></dt><dt id="term-Quaternion-Rotation">Quaternion Rotation<a class="headerlink" href="#term-Quaternion-Rotation" title="Link to this term"></a></dt><dd><p>Rotation method where rotations are defined by four values (X, Y, Z, and W).
X, Y, and Z also define an <a class="reference internal" href="#term-Axis"><span class="xref std std-term">Axis</span></a>, and W an angle,
but it is quite different from <a class="reference internal" href="#term-Axis-Angle"><span class="xref std std-term">Axis Angle</span></a>.</p>
<p>Quaternion values can be interpreted geometrically as defining a point on a unit
sphere in 4D space. Moving along any <em>great circle</em> of the sphere represents rotating
around a fixed axis, with one full circle matching two full rotations.</p>
</dd>
<dt id="term-Radiosity">Radiosity<a class="headerlink" href="#term-Radiosity" title="Link to this term"></a></dt><dd><p>A global lighting method
that calculates patterns of light and shadow for rendering graphics images from three-dimensional models.
One of the many different tools which can simulate diffuse lighting in Blender.</p>
<p>See also
<a class="reference external" href="https://en.wikipedia.org/wiki/Radiosity_%28computer_graphics%29">Radiosity (computer graphics)</a>
on Wikipedia.</p>
</dd>
<dt id="term-Random-Seed">Random Seed<a class="headerlink" href="#term-Random-Seed" title="Link to this term"></a></dt><dt id="term-Seed">Seed<a class="headerlink" href="#term-Seed" title="Link to this term"></a></dt><dd><p>Blender uses pseudo random number generators, which produce numbers that appear to be random,
but given the same initial condition, they will always produce the exact same sequence of numbers.</p>
<p>This is a critical feature to get reproducible and/or stable effects
(otherwise e.g. your hair simulation would change every time you re-run it,
without any way to control the outcome).</p>
<p>The <strong>seed</strong> is a number that represents the initial condition of a random generator,
if you change its seed, it will produce a new sequence of pseudo-random numbers.</p>
<p>See also <a class="reference external" href="https://en.wikipedia.org/wiki/Random_seed">Random seed</a> on Wikipedia.</p>
</dd>
<dt id="term-Ray-Tracing">Ray Tracing<a class="headerlink" href="#term-Ray-Tracing" title="Link to this term"></a></dt><dd><p>Rendering technique that works by tracing the path taken by a ray of light through the scene,
and calculating reflection, refraction, or absorption of the ray whenever it intersects
an object in the world. More accurate than <a class="reference internal" href="#term-Scanline"><span class="xref std std-term">Scanline</span></a>, but much slower.</p>
</dd>
<dt id="term-Real-User">Real User<a class="headerlink" href="#term-Real-User" title="Link to this term"></a></dt><dd><p>A Blender object, which is a <a class="reference internal" href="#term-Data-User"><span class="xref std std-term">Data User</span></a>.
Opposite of <a class="reference internal" href="#term-Fake-User"><span class="xref std std-term">Fake User</span></a>, which is only a program construct.</p>
</dd>
<dt id="term-Refraction">Refraction<a class="headerlink" href="#term-Refraction" title="Link to this term"></a></dt><dd><p>The change in direction of a wave due to a change in velocity.
It happens when waves travel from a medium with a given <a class="reference internal" href="#term-Index-of-Refraction"><span class="xref std std-term">Index of Refraction</span></a>
to a medium with another. At the boundary between the media, the wave changes direction;
its wavelength increases or decreases but frequency remains constant.</p>
</dd>
<dt id="term-Render">Render<a class="headerlink" href="#term-Render" title="Link to this term"></a></dt><dd><p>The process of computationally generating a 2D image from 3D geometry.</p>
</dd>
<dt id="term-Resource">Resource<a class="headerlink" href="#term-Resource" title="Link to this term"></a></dt><dd><p>External files such as images, sounds, fonts and volumes files that can be packed into a blend-file.</p>
</dd>
<dt id="term-RGB">RGB<a class="headerlink" href="#term-RGB" title="Link to this term"></a></dt><dd><p>A color model based on the traditional primary colors, Red/Green/Blue.
RGB colors are also directly broadcasted to most computer monitors.</p>
</dd>
<dt id="term-Rig">Rig<a class="headerlink" href="#term-Rig" title="Link to this term"></a></dt><dd><p>A system of relationships that determine how something moves. The act of building of such a system.</p>
</dd>
<dt id="term-Roll">Roll<a class="headerlink" href="#term-Roll" title="Link to this term"></a></dt><dt id="term-Roll-Angle">Roll Angle<a class="headerlink" href="#term-Roll-Angle" title="Link to this term"></a></dt><dd><p>The orientation of the local X and Z axes of a <a class="reference internal" href="#term-Bone"><span class="xref std std-term">Bone</span></a>.
Has no effect on the local Y axis as local Y is determined by the location of
the <a class="reference internal" href="#term-Head"><span class="xref std std-term">Head</span></a> and <a class="reference internal" href="#term-Tail"><span class="xref std std-term">Tail</span></a>.</p>
</dd>
<dt id="term-Rolling-Shutter">Rolling Shutter<a class="headerlink" href="#term-Rolling-Shutter" title="Link to this term"></a></dt><dd><p>In real CMOS cameras the sensor is read out with scanlines
and hence different scanlines are sampled at a different moment in time.
This, for example, make vertical straight lines being curved when doing a horizontal camera pan.
See also <a class="reference external" href="https://en.wikipedia.org/wiki/Rolling_shutter">Rolling Shutter</a> on Wikipedia.</p>
</dd>
<dt id="term-Roughness-Map">Roughness Map<a class="headerlink" href="#term-Roughness-Map" title="Link to this term"></a></dt><dd><p>A grayscale texture that defines how rough or smooth the surface of a material is.
This may also be known as a <a class="reference internal" href="#term-Glossy-Map"><span class="xref std std-term">Glossy Map</span></a>.</p>
</dd>
<dt id="term-Saturation">Saturation<a class="headerlink" href="#term-Saturation" title="Link to this term"></a></dt><dd><p>Also known as colorfulness, saturation is the quantity of hue in the color
(from desaturated a shade of gray to saturated brighter colors).</p>
</dd>
<dt id="term-Scanline">Scanline<a class="headerlink" href="#term-Scanline" title="Link to this term"></a></dt><dd><p>Rendering technique. Much faster than <a class="reference internal" href="#term-Ray-Tracing"><span class="xref std std-term">Ray Tracing</span></a>,
but allows fewer effects, such as reflections, refractions, motion blur and focal blur.</p>
</dd>
<dt id="term-Scene-Referenced">Scene Referenced<a class="headerlink" href="#term-Scene-Referenced" title="Link to this term"></a></dt><dd><p>An image whose <a class="reference internal" href="#term-Luminance"><span class="xref std std-term">Luminance</span></a> channel is not limited.</p>
<p>See also <a class="reference internal" href="#term-Display-Referenced"><span class="xref std std-term">Display Referenced</span></a>.</p>
</dd>
<dt id="term-Shading">Shading<a class="headerlink" href="#term-Shading" title="Link to this term"></a></dt><dd><p>Process of altering the color of an object/surface in the 3D scene,
based on its angle to lights and its distance from lights to create a photorealistic effect.</p>
</dd>
<dt id="term-Smoothing">Smoothing<a class="headerlink" href="#term-Smoothing" title="Link to this term"></a></dt><dd><p>Defines how <a class="reference internal" href="#term-Face"><span class="xref std std-term">Faces</span></a> are shaded. Faces can be either solid (faces are rendered flat)
or smooth (faces are smoothed by interpolating the normal on every point of the face).</p>
</dd>
<dt id="term-Specular-Light">Specular Light<a class="headerlink" href="#term-Specular-Light" title="Link to this term"></a></dt><dd><p>A light which is reflected precisely, like a mirror.
Also used to refer to highlights on reflective objects.</p>
</dd>
<dt id="term-SSS">SSS<a class="headerlink" href="#term-SSS" title="Link to this term"></a></dt><dt id="term-Subsurface-Scattering">Subsurface Scattering<a class="headerlink" href="#term-Subsurface-Scattering" title="Link to this term"></a></dt><dd><p>Mechanism of light transport in which light penetrates the surface of a translucent object,
is scattered by interacting with the material, and exits the surface at a different point.
All non-metallic materials are translucent to some degree. In particular, materials such as marble, skin,
and milk are extremely difficult to simulate realistically without taking subsurface scattering into account.</p>
</dd>
<dt id="term-Straight-Alpha">Straight Alpha<a class="headerlink" href="#term-Straight-Alpha" title="Link to this term"></a></dt><dd><p>See <a class="reference internal" href="#term-Alpha-Channel"><span class="xref std std-term">Alpha Channel</span></a>.</p>
</dd>
<dt id="term-Subdiv">Subdiv<a class="headerlink" href="#term-Subdiv" title="Link to this term"></a></dt><dt id="term-Subdivision-Surface">Subdivision Surface<a class="headerlink" href="#term-Subdivision-Surface" title="Link to this term"></a></dt><dd><p>A method of creating smooth higher poly surfaces which can take a low polygon mesh as input.</p>
<p>See also
<a class="reference external" href="https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface">Catmull-Clark subdivision surface</a>
on Wikipedia.</p>
</dd>
<dt id="term-Subdividing">Subdividing<a class="headerlink" href="#term-Subdividing" title="Link to this term"></a></dt><dd><p>Technique for adding more geometry to a mesh.
It creates new vertices on subdivided edges, new edges between subdivisions and new faces based on new edges.
If new edges cross a new vertex is created at their crossing point.</p>
</dd>
<dt id="term-Swing">Swing<a class="headerlink" href="#term-Swing" title="Link to this term"></a></dt><dt id="term-Swing-and-Twist">Swing and Twist<a class="headerlink" href="#term-Swing-and-Twist" title="Link to this term"></a></dt><dd><p>Refers to decomposition of an arbitrary rotation into a sequence of two single axis rotations:
a <em>swing</em> rotation that aims a chosen axis in its final direction using the shortest possible rotation path,
followed by a <em>twist</em> rotation around that axis.</p>
<p>This decomposition is available through <a class="reference internal" href="../animation/drivers/drivers_panel.html#drivers-variables-rotation-modes"><span class="std std-ref">Driver Variables</span></a>
and inputs of the <a class="reference internal" href="../animation/constraints/transform/transformation.html"><span class="doc">Transformation constraint</span></a>.
The <a class="reference internal" href="../animation/constraints/tracking/damped_track.html"><span class="doc">Damped Track constraint</span></a> produces
a pure <em>swing</em> rotation.</p>
<p>In the <a class="reference internal" href="#term-Quaternion"><span class="xref std std-term">Quaternion</span></a> representation the <em>swing</em> rotation always has 0 as the X/Y/Z component
corresponding to the selected axis, while <em>twist</em> always has 0 as the other two components.</p>
</dd>
<dt id="term-Tail">Tail<a class="headerlink" href="#term-Tail" title="Link to this term"></a></dt><dd><p>A subcomponent of a <a class="reference internal" href="#term-Bone"><span class="xref std std-term">Bone</span></a>. Has X, Y and Z coordinates measured in the <a class="reference internal" href="#term-Local-Space"><span class="xref std std-term">Local Space</span></a>
of the armature object. Used in conjunction with the <a class="reference internal" href="#term-Head"><span class="xref std std-term">Head</span></a>
to define the local Y axis of a bone in <a class="reference internal" href="#term-Pose-Mode"><span class="xref std std-term">Pose Mode</span></a>.
The smaller of the two ends when displayed as an <a class="reference internal" href="#term-Octahedron"><span class="xref std std-term">Octahedron</span></a>.</p>
</dd>
<dt id="term-Tangent">Tangent<a class="headerlink" href="#term-Tangent" title="Link to this term"></a></dt><dd><p>A line that intersects a surface at exactly one point,
a tangent is perpendicular to a <a class="reference internal" href="#term-Face-Normal"><span class="xref std std-term">Normal</span></a>.</p>
</dd>
<dt id="term-Tessellation">Tessellation<a class="headerlink" href="#term-Tessellation" title="Link to this term"></a></dt><dd><p>The tiling of a plane using one or more geometric shapes usually resulting in <a class="reference internal" href="#term-Micropolygons"><span class="xref std std-term">Micropolygons</span></a>.</p>
</dd>
<dt id="term-Texture">Texture<a class="headerlink" href="#term-Texture" title="Link to this term"></a></dt><dd><p>Specifies visual patterns on surfaces and simulates physical surface structure.</p>
</dd>
<dt id="term-Texture-Space">Texture Space<a class="headerlink" href="#term-Texture-Space" title="Link to this term"></a></dt><dd><p>The bounding box to use when using <em>Generated</em> mapping to add a <a class="reference internal" href="#term-Texture"><span class="xref std std-term">Texture</span></a> to an image.</p>
</dd>
<dt id="term-Timecode">Timecode<a class="headerlink" href="#term-Timecode" title="Link to this term"></a></dt><dd><p>A coded signal on videotape or film giving information about the frame number and time the frame was recorded.
Timecodes are used to sync media between different recording devices, including both audio and video.</p>
</dd>
<dt id="term-Title-Safe">Title Safe<a class="headerlink" href="#term-Title-Safe" title="Link to this term"></a></dt><dd><p>Area of the screen visible on all devices.
Place text and graphics inside this area to make sure they do not get cut off.</p>
</dd>
<dt id="term-Topology">Topology<a class="headerlink" href="#term-Topology" title="Link to this term"></a></dt><dd><p>The arrangement of <em>Vertices</em>, <em>Edges</em>, and <em>Faces</em> which define the shape of a mesh.
See <a class="reference internal" href="#term-Vertex"><span class="xref std std-term">Vertex</span></a>, <a class="reference internal" href="#term-Edge"><span class="xref std std-term">Edge</span></a>, and <a class="reference internal" href="#term-Face"><span class="xref std std-term">Face</span></a>.</p>
</dd>
<dt id="term-Transform">Transform<a class="headerlink" href="#term-Transform" title="Link to this term"></a></dt><dt id="term-Transformation">Transformation<a class="headerlink" href="#term-Transformation" title="Link to this term"></a></dt><dd><p>The combination of location, rotation, and scale.
Can be expressed in <a class="reference internal" href="#term-World-Space"><span class="xref std std-term">World Space</span></a> or <a class="reference internal" href="#term-Local-Space"><span class="xref std std-term">Local Space</span></a>.</p>
</dd>
<dt id="term-Transformation-Matrix">Transformation Matrix<a class="headerlink" href="#term-Transformation-Matrix" title="Link to this term"></a></dt><dd><p>A matrix that is used to represent the <a class="reference internal" href="#term-Transformation"><span class="xref std std-term">Transformation</span></a> of an item.</p>
</dd>
<dt id="term-Triangle">Triangle<a class="headerlink" href="#term-Triangle" title="Link to this term"></a></dt><dd><p><a class="reference internal" href="#term-Face"><span class="xref std std-term">Face</span></a> with exactly three <a class="reference internal" href="#term-Vertex"><span class="xref std std-term">Vertices</span></a>.</p>
</dd>
<dt id="term-UV-Map">UV Map<a class="headerlink" href="#term-UV-Map" title="Link to this term"></a></dt><dd><p>Defines a relation between the surface of a mesh and a 2D texture.
In detail, each face of the mesh is mapped to a corresponding face on the texture.
It is possible and often common practice to map several faces of the mesh to
the same or overlapping areas of the texture.</p>
</dd>
<dt id="term-Value">Value<a class="headerlink" href="#term-Value" title="Link to this term"></a></dt><dd><p>The brightness of the color (dark to light).</p>
</dd>
<dt id="term-Vertex">Vertex<a class="headerlink" href="#term-Vertex" title="Link to this term"></a></dt><dt id="term-Vertices">Vertices<a class="headerlink" href="#term-Vertices" title="Link to this term"></a></dt><dd><p>A point in 3D space containing a location.
Vertices are the terminating points of <a class="reference internal" href="#term-Edge"><span class="xref std std-term">Edges</span></a>.</p>
</dd>
<dt id="term-Vertex-Group">Vertex Group<a class="headerlink" href="#term-Vertex-Group" title="Link to this term"></a></dt><dd><p>Collection of <a class="reference internal" href="#term-Vertex"><span class="xref std std-term">Vertices</span></a>.
Vertex groups are useful for limiting operations to specific areas of a mesh.</p>
</dd>
<dt id="term-Voxel">Voxel<a class="headerlink" href="#term-Voxel" title="Link to this term"></a></dt><dd><p>A cubic 3D equivalent to the square 2D pixel.
The name is a combination of the terms “Volumetric” and “<a class="reference internal" href="#term-Pixel"><span class="xref std std-term">Pixel</span></a>”.
Used to store smoke and fire data from physics simulations.</p>
</dd>
<dt id="term-Walk-Cycle">Walk Cycle<a class="headerlink" href="#term-Walk-Cycle" title="Link to this term"></a></dt><dd><p>In animation, a walk cycle is a character that has just the walking function animated.
Later on in the animation process, the character is placed in an environment
and the rest of the functions are animated.</p>
</dd>
<dt id="term-Weight-Painting">Weight Painting<a class="headerlink" href="#term-Weight-Painting" title="Link to this term"></a></dt><dd><p>Assigning <a class="reference internal" href="#term-Vertices"><span class="xref std std-term">Vertices</span></a> to a <a class="reference internal" href="#term-Vertex-Group"><span class="xref std std-term">Vertex Group</span></a> with a weight of 0.0 - 1.0.</p>
</dd>
<dt id="term-White-Point">White Point<a class="headerlink" href="#term-White-Point" title="Link to this term"></a></dt><dd><p>A reference value for white light when all primaries of a color model are combined evenly.</p>
<p>A white point is defined by a set of <a class="reference external" href="https://en.wikipedia.org/wiki/Standard_illuminant">CIE illuminates</a>
which correspond to a color temperature.
For example, D65 corresponds to 6500 K light and D70 corresponding to 7000 K.</p>
</dd>
<dt id="term-World-Space">World Space<a class="headerlink" href="#term-World-Space" title="Link to this term"></a></dt><dd><p>A 3D coordinate system that originates at a point at the origin of the world.
Compare to <a class="reference internal" href="#term-Local-Space"><span class="xref std std-term">Local Space</span></a>.</p>
</dd>
<dt id="term-Z-buffer">Z-buffer<a class="headerlink" href="#term-Z-buffer" title="Link to this term"></a></dt><dd><p>Raster-based storage of the distance measurement between the camera and the surface points.
Surface points which are in front of the camera have a positive Z value and
points behind have negative values. The Z-depth map can be visualized as a grayscale image.</p>
</dd>
</dl>
</section>
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