# Getting Started

- [Prepare Your Models](/lexset-seahaven/seahaven/readme/getting-started/prepare-your-models.md): Seahaven uses Blender (.blend) files for the 3D asset population, and there are a few steps of preparation to ensure your model will work effectively in your simulation.
- [Name Objects](/lexset-seahaven/seahaven/readme/getting-started/prepare-your-models/name-objects.md): You can assign a name to objects in the outliner. These names are typically used to tell manipulators what objects in a scene to transform or manipulate in some defined way.
- [Add Camera Curve to a scene](/lexset-seahaven/seahaven/readme/getting-started/prepare-your-models/add-camera-curve-to-a-scene.md): If you want to precisely position a camera in your scene you can load a scene with a curve object to define a specific range of positions for your camera.
- [Import 3D Assets](/lexset-seahaven/seahaven/readme/getting-started/import-3d-assets.md): The 3D Assets tab is where you will bring 3D assets to use in your simulation into Seahaven. Here, assets are separated into folders called collections.
- [Relationship Editor](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor.md)
- [Workflow](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/workflow.md)
- [Relationship](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationship.md): The Relationship module is used to place collections of 3D assets into the scene and to define their relationship to other objects and elements (e.g. ground\_plane) using a parent/child system.
- [Relationship (Array)](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationship-array.md): This is a variation on the relationship module. You may want to array certain types of objects like desks in an office or shelving in a store.
- [Relationships](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships.md): Relationship modules
- [Placements](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/rules.md): Placements are collections of operations that are used to transform the position and orientation of objects within the scene.
- [Locate](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/locate.md): This module is used for placing an object in the scene within a given 3d bounding box.
- [Rotate](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/rotate.md): This module rotates an object on the z-axis. Rotation is defined as a range. Units are in degrees.
- [Neighbour](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/neighbour.md): This placement rule will place an object to a specific side of the parent object within a maximum and minimum offset distance.
- [Drop](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/drop.md): This module will place an object directly onto a parent object or element.
- [Center](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/center.md): This module centers an object on a particular axis.
- [Scale](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/scale.md): Uniformly scale objects within a given collection
- [Align](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/align.md): Align an an object with another object
- [Attach](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/attach.md): Place an object on another object
- [Put](/lexset-seahaven/seahaven/readme/getting-started/relationship-editor/relationships/put.md): Place an object on top of another object.
- [Simulation Editor](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor.md)
- [Workflow](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/workflow.md): The workflow is the container you will use to define the parameters of your simulation.
- [Scene](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/scene.md): Scene objects are used to define context. Including lighting, and procedurally or parametrically generated objects.
- [3D Asset](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/scene/3d-asset.md): Import 3D Assets into your simulation
- [HDRI Lighting](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/scene/hdri-lighting.md): High Dynamic Range Images or HDRI's are large images that project ambient light into your scene. the HDRI Lighting module allows the user to select from a drop-down menu of environment types.
- [Physical Sun/Sky](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/scene/physical-sun-sky.md): Adds a procedural sun and sky to the environment.
- [Ground Plane](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/scene/ground-plane.md): This module generated a ground plane at the origin of the scene.
- [Interior Scene](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/scene/interior-scene.md): Generates an interior scene using a given room type preset.
- [Room Type](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/scene/room-type.md): Defines a room type, which uses accompanying object relationships to populate the space.
- [Relationships](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/relationships.md)
- [Load Relationships](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/relationships/load-relationships.md): The Load Relationships module allows you to select a relationship file from a drop down menu. If you created a relationship in the Relationship Editor tab, it will appear here.
- [Camera](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera.md): Define your camera and how it is positioned within your simulated environment.
- [Camera Configuration](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/camera-configuration.md): Camera Configuration is a module that is loaded into the Camera bay and allows placement of Position and Properties modules
- [Animated Track Camera](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/room-perimeter-camera.md): Animates/tracks a camera along a curve.
- [Curve-Based Camera](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/room-perimeter-camera-1.md): Randomly samples a camera pose on a curve.
- [Room-Perimeter Camera](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/room-perimeter-camera-2.md): Positions a camera on the perimeter of a room generated using the "generate interior scene" block.
- [Category](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/room-perimeter-camera-2/category.md)
- [Room-Based Camera](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/room-based-camera.md): Positions a camera in a room generated using the "generate interior scene" block.
- [Additional Cameras](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/room-based-camera/additional-cameras.md): Allows for additional camera positions to be sampled per frame.
- [Position Camera](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/position-camera.md): Cameras are positioned within ranges of values. Camera position is defined as a bounding volume or point cloud within which you will sample locations. You can choose from the following options.
- [Conical](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/position-camera/conical.md): This module moves the camera along a cone
- [Spherical](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/position-camera/spherical.md): This module moves the camera along a sphere.
- [Cubic](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/position-camera/cubic.md): This module allows you to choose points in a 3D bounding box for the camera to sample from
- [Orientation](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/orientation.md)
- [Calculate Area of Interest](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/orientation/calculate-area-of-interest.md): This block will automatically point the camera towards the items in the scene.
- [Point](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/orientation/point.md): This block will point the camera towards a specific location within the scene.
- [Perspectival Camera Properties](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/perspectival-camera-properties.md): Camera intrinsic properties for a perspectival camera.
- [Fisheye Camera Properties](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/camera/fisheye-camera-properties.md)
- [Manipulators](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators.md)
- [Camera Manipulators](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/camera-manipulators.md)
- [Override Camera Target](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/camera-manipulators/override-camera-target.md): This block will point the camera toward a specific object or bone as well as move the camera to a specified distance from said object.
- [Override Camera Position](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/camera-manipulators/override-camera-target-1.md): This block positions the camera above an object matching the provided name and method (category or object name).
- [Near IR (Approximation)](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/camera-manipulators/override-camera-target-2.md): Adds a point light coincident with the camera and converts color space to panchromatic to mimic the appearance of near-field IR imagery.
- [Track Camera to Object](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/camera-manipulators/track-camera-to-object.md): Sets the camera to track to an object's position. The position of the tracking point is offset from the actual position of the object by using a randomly-generated spline.
- [Camera Path Settings](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/camera-manipulators/track-camera-to-object/camera-path-settings.md): Settings for various camera path types.
- [Light Manipulators](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/light-manipulators.md)
- [Randomize HDRI Background](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/light-manipulators/randomize-hdri-background.md): Randomizes the HDRI background image per frame
- [Modify Light Strength](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/light-manipulators/modify-light-strength.md): Adjust the intensity of lights in your scene
- [Place Lights](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/light-manipulators/place-lights.md): Places physical light objects in the scene relative to a target object's bounding box
- [Light Object (Bbox)](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/light-manipulators/place-lights/light-object-bbox.md): A physical light object relative to a bounding box. Used with the Place Lights block.
- [Light Object (Polar)](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/light-manipulators/place-lights/light-object-polar.md): A physical light object using polar coordinates. Used with the Place Lights block.
- [Material Manipulators](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/material-manipulators.md)
- [Randomize Material Color](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/material-manipulators/randomize-material-color.md): Randomizes the color of a material.
- [Randomize Material Properties](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/material-manipulators/randomize-material-color-1.md): Randomizes a numerical property of a material.
- [Swap Materials](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/material-manipulators/swap-materials.md): Randomly replace a material in your scene.
- [Import Material](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/material-manipulators/swap-materials/import-material.md): Load a set of materials from a collection.
- [Replace Material](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/material-manipulators/swap-materials/replace-material.md): Define how materials are mapped to other materials in the scene and at what frequency they are replaced.
- [Weighted Material](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/material-manipulators/swap-materials/weighted-material.md): Input a material name and a weight
- [Delete Objects by Name](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/delete-objects-by-name.md): This module will remove objects of a specific name from your scene.
- [Filter Objects/Annotations](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/filter-objects-annotations.md): Removes objects and/or annotations given the area of their segmentation in pixels
- [Pose Objects](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/pose-objects.md): This module applies a pose to a rigged object
- [Pose Set](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/pose-objects/pose-set.md): A list of pose pairs.
- [Pose Pair](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/pose-objects/pose-pair.md): Defines a pair of poses for interpolation.
- [Constrain Object](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/pose-objects-1.md): Constrains (parents) one object to another. All transformations applied to the parent object will be inherited by the child object.
- [Add Particle System](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/pose-objects-2.md): Adds a particle system to an object which populates the geometry with instances of another collection of objects. Commonly used to populate a landscape with vegetation.
- [Load Object Along Curve](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/pose-objects-3.md)
- [Replace](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/replace.md): The replace module can be used to replace objects in your scene with other objects.
- [View settings](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/replace/view-settings.md): This block provides replacement settings related to the camera view.
- [Load child object](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/manipulators/replace/load-child-object.md): This block loads and parents a child object.
- [Render Passes](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing.md)
- [RGB Image](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/shot-noise.md): Renders an RGB image with optional compositing effects.
- [Compositing](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/shot-noise/compositing.md)
- [Blur](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/shot-noise/compositing/blur.md): Adds visual artifacts to the image, including defocus blur, chromatic aberration and saturation adjustment.
- [Shot Noise](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/shot-noise/compositing/shot-noise.md)
- [Glare](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/shot-noise/compositing/glare.md): Adds a glare effect to the image using highlights.
- [Thermal](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/shot-noise/compositing/thermal.md): Recolors the image using an ironbow color palette.
- [RGB Image (No Shadow)](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/rgb-image-no-shadow.md): Renders an RGB image with no shadow rays.
- [RGB Image (Isolated Foreground)](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/rgb-image-isolated-foreground.md): Isolates foreground (categorized) objects.
- [Segmentation Map](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/segmentation-map.md): Outputs a visualization of the segmentation map
- [Thermal Image](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/thermal-image.md): Renders an image using an ironbow color palette.
- [Depth Pass](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/depth-pass.md): Outputs a z-depth pass
- [Normals](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/normals.md): Exports surface normals in camera space.
- [Binary Segmentation](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/binary-segmentation.md): Renders a binary segmap given a method, comparison type, and threshold.
- [Material-Based Segmentation](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/binary-segmentation/material-based-segmentation.md): Creates a binary segmentation map using a material in the scene.
- [Compositing-Based Segmentation](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/post-processing/binary-segmentation/compositing-based-segmentation.md): Creates a binary segmentation map using the compositor.
- [Output Files](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/output.md): By default, your workflow generates RGB images with COCO annotations. Additional non-image outputs are defined here.
- [COCO Annotations](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/output/visualize-coco-annotations.md): Exports annotations in COCO-JSON format. Visualizations of the annotations may also be produced.
- [Keypoints](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/output/keypoints.md): Exports keypoints (if applicable) in global coordinates (right-handed XYZ).
- [Camera Ex/Intrinsics](/lexset-seahaven/seahaven/readme/getting-started/simulation-editor/output/camera-ex-intrinsics.md): This block will output a json file containing a 3x3 intrinsic matrix (denoted as "K") and a 4x3 extrinsic matrix (denoted as "M").
- [Running Simulation](/lexset-seahaven/seahaven/readme/getting-started/running-simulation.md)
- [Save and Import](/lexset-seahaven/seahaven/readme/getting-started/save-and-import.md): The save and import feature can be used to to save your workflows locally or import locally saved workflows.
