Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
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.
Seahaven is a platform that enables you to create synthetic data to train computer vision applications.
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.


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.
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.










Gets an object currently in the scene provided a category and/or object name.
A collection of assets used as a source for an object.
Generates a ground plane object.
















A collection of assets arranged in a grid-like array.

















































Scene objects are used to define context. Including lighting, and procedurally or parametrically generated objects.




Defines a room type, which uses accompanying object relationships to populate the space.
Adds a procedural sun and sky to the environment.







Import 3D Assets into your simulation


Define your camera and how it is positioned within your simulated environment.
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.
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.
This module generated a ground plane at the origin of the scene.
Animates/tracks a camera along a curve.
Camera Configuration is a module that is loaded into the Camera bay and allows placement of Position and Properties modules
Generates an interior scene using a given room type preset.
The workflow is the container you will use to define the parameters of your simulation.
Randomly samples a camera pose on a curve.












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.
This module allows you to choose points in a 3D bounding box for the camera to sample from

This module moves the camera along a cone
This module moves the camera along a sphere.
Positions a camera in a room generated using the "generate interior scene" block.
Positions a camera on the perimeter of a room generated using the "generate interior scene" block.
Allows for additional camera positions to be sampled per frame.
This block will automatically point the camera towards the items in the scene.
This block will point the camera towards a specific location within the scene.






Settings for various camera path types.
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.
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.
Randomizes a numerical property of a material.
A physical light object relative to a bounding box. Used with the Place Lights block.
A physical light object using polar coordinates. Used with the Place Lights block.
A list of pose pairs.
This module applies a pose to a rigged object
Load a set of materials from a collection.













Adds a point light coincident with the camera and converts color space to panchromatic to mimic the appearance of near-field IR imagery.
This block positions the camera above an object matching the provided name and method (category or object name).
Camera intrinsic properties for a perspectival camera.
Randomizes the HDRI background image per frame
Adjust the intensity of lights in your scene
Places physical light objects in the scene relative to a target object's bounding box
Define how materials are mapped to other materials in the scene and at what frequency they are replaced.
Randomizes the color of a material.
This module will remove objects of a specific name from your scene.
Randomly replace a material in your scene.
Constrains (parents) one object to another. All transformations applied to the parent object will be inherited by the child object.
Input a material name and a weight
Removes objects and/or annotations given the area of their segmentation in pixels
Defines a pair of poses for interpolation.















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.
