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Manipulators

Manipulators are modules that can be used to transform or manipulate objects that are already loaded into a scene.

Camera Manipulators

Camera manipulators modify camera extrinsics by translating and rotating the camera with a variety of methods.

Override Camera Position

This block positions the camera above an object matching the provided name and method (category or object name).

Match By: Property with which to match an object (Category/Object Name).

Match Name: A string to match (case-insensitive) the object category or name.

Use Partial Match: If checked, all objects with a partial match to the provided name will be sampled.

Override Existing Camera Rotation: If checked, the initial rotation of the camera will be replaced with the provided values.

Initial Rotation (Yaw/Pitch/Roll): Ranges of rotation values to use as the camera's initial rotation. If "Override Existing Camera Rotation" is unchecked, the camera's current rotation values will be used.

Additional Rotation (Yaw/Pitch/Roll): Rotation values which are applied in addition to the initial rotation.

Additional Translation (X/Y/Z): Translation applied after the camera's position has already been overridden.

Track Camera to Object

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.

  • Match By: Matches objects by their semantic category or object name.

  • Match Name: String to match (either category or object name, depending on previous option)

Use Partial Match: If enabled, the objects will be included if the specified string partially matches.
  • Camera Height: Height of the camera above the ground.

  • Noise may be added to the camera's tracking target so that the target is not perfectly centered in the frame. This is done by creating a random path which is superimposed over the target path.

    • Curve Height Offset: Height of the offset curve.

    • Control Points: Number of control points to use for the random curve.

    • Curve Min/Max: Min/max bounds of the curve in 2D.

    • Distance Between Points: Distance between control points.

    • Control Points Final: Final number of control points of the resampled curve.

    See Camera Path Settingsarrow-up-right for specific types of camera paths.

    Near IR (Approximation)

    Adds a point light coincident with the camera and converts color space to panchromatic to mimic the appearance of near-field IR imagery.

    Illuminator Power: Radiant power of the point light in Watts.

    Randomize HDRI Background

    Randomizes the HDRI background image per frame

    • Project to ground: If enabled, the lower half of the HDRI is flattened to the ground plane.

    • Height: Height above the ground at which the HDRI was captured. Only applies if "project to ground" is also enabled.

    Override Camera Target

    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.

    Object Name: Name of the object. If Bone Names is used, the name of this object should be that of a rig.

    Distance to Target (min/max): Distance from the target object (or bone). If both values are set to 0, the distance will not be overridden.

    Bone Names: Name(s) of the bones within the specified object to point to.

    Modify Light Strength

    Adjust the intensity of lights in your scene

    This block will change the intensity of all light objects in your scene. Please note that this will impact HDRI light sources. IMPORTANT - please make sure the block is always used before the "Near IR" block. The "Near IR" block will add a light to your scene. Modifiers are executed sequentially and if it is executed first the light used in the IR simulation will not be impacted.

    Camera Path Settings

    Settings for various camera path types.

    • Offset X/Y: Additional 2D offset of the camera path.

    • Radius A/B: Radius of the ellipse along each axis. Using equal values for both will yield a circular path. The center of the ellipse is the midpoint of the target's path.

    Intensity: Relative intensity factor of the HDRI.
  • Saturation: Relative color saturation of the HDRI where 0 is greyscale and 1 is full saturation.

  • Frames: Number of frames in the final sequence. Each frame will have a unique HDRI background.

  • Offset X/Y: Additional 2D offset of the camera path.

  • Step Size: Step size (degrees) per frame.

  • Orbit Offset: Initial radial offset along the path of the orbit.

    • Offset Start X/Y: 2D offset of the start of the camera's path.

    • Offset End X/Y: 2D offset of the end of the camera's path.

    "Match Target" will use the target object's path as the camera's path.
    "Elliptical Orbit" uses an ellipse as the camera's path
    "Linear" uses a line between the start and end points of the target path

    Light Manipulators

    Light Object (Bbox)

    A physical light object relative to a bounding box. Used with the Place Lights block.

    Light Type: Light object type. "Point", "Area", or "Spot".

    Bbox Face: Bounding box face to reference. "Auto" will select the bounding box face closest to the camera.

    Coordinates (UVW): Coordinates of the light object relative to the bounding box. "U" references the horizontal axis of the bounding box, "V" references the vertical axis, and "W" is normal to the bounding box face. The point [0, 0, 0] corresponds to the bottom-left corner of the bounding box. Values along the W axis are normalized to the depth of the bounding box. For example, a value of 0 would make the light coincident with the bounding box face and a value of 1 would offset the light along the W axis (normal) by a distance equal to the bounding box depth. [0, 0, 0]: Bottom-left corner of the face, coplanar with the face. [1, 1, 0]: Top-right corner of the face, coplanar with the face. [0.5, 0.5, 1]: Center of the face, offset by 1x the depth of the bounding box. Size: "Size" of the light object. For Point and Spot lights, this is the radius of the light. For an Area light, this is the width/height of the light.

    Power: Radiant power of the light in watts. Color Temp: Color temperature of the light in degrees Kelvin (more information on blackbody radiation may be found ).

    Chance: Chance for this light to be created.

    Place Lights

    Places physical light objects in the scene relative to a target object's bounding box

    Target Object: Optional name of a target object. If none is provided, the overall bounding box of non-background objects in the scene will be used.

    Use Partial Match: If checked, objects with a name partially matching the provided "target object" string will be used for the overall bounding box.

    Bounding Sphere Mode: Determines the method to fit a bounding sphere for the purposes of placing "polar" light objects. "Bounding Box" samples only the corners of the objects' bounding boxes when fitting spherical bounds. "Geometry" samples all vertices of the target objects' mesh in order to fit the sphere.

    Frames: Number of unique frames to sample for each light's position.

    Lights: An array of objects to place relative to the bounding box.

    Randomize Material Properties

    Randomizes a numerical property of a material.

    Material name: The name of the material to be randomized.

    Property name: Name of the material property to randomize.

    Value (min/max): A range of values to uniformly sample for the new property value.

    Light Object (Polar)

    A physical light object using polar coordinates. Used with the Place Lights block.

    Light Type: Light object type. "Point", "Area", or "Spot".

    Coordinates: Coordinates of the light object relative to the bounding sphere of the target objects.

    Radius: Radius of the polar coordinate, as a factor of the bounding sphere. For example, if the bounding sphere has a radius of 2 meters and the radius in this input is also set to 2, the light would be placed 4 meters from the origin.

    Theta/Phi: Defines the azimuth angle and polar angle, respectively, expressed in degrees. Theta (azimuth) is limited to a range of [0, 360] and Phi (polar) is limited to a range of [0, 180]. [r=1, θ=0, φ=0]: Point at the upper pole of the sphere. [r=1, θ=0, φ=90]: Point at the equator, aligned to the +X world axis.

    Randomize Material Color

    Randomizes the color of a material.

    Material name: The name of the material to be randomized.

    Chance: Chance (as a percentage, between 0 and 100) to randomize the material’s color.

    herearrow-up-right
    Light
    [r=1, θ=90, φ=45]:
    Point aligned to the -Y world axis, halfway between the upper pole and equator.
    Size:
    "Size" of the light object. For Point and Spot lights, this is the radius of the light. For an Area light, this is the width/height of the light.

    Power: Radiant power of the light in watts. Color Temp: Color temperature of the light in degrees Kelvin (more information on blackbody radiation may be found ).

    Chance: Chance for this light to be created.

    herearrow-up-right

    Delete Objects by Name

    This module will remove objects of a specific name from your scene.

    Define the object name and what percentage of the items you want to be removed from the scene.

    This can be a useful way to randomize a scene by randomly deleting items each time a new data point is generated.

    Object Name: Name of the object to delete.

    Percentage to delete: Percentage of objects matching the name to delete.

    Ignore: Number of objects to skip deleting.

    Min/Max Distance: Distance range from the camera in which objects may be ignored.

    View Limits X (Min/Max): A pair of values where 0 is the left side of the frame and 1 is the right side of the frame.

    View Limits Y (Min/Max): A pair of values where 0 is the bottom of the frame and 1 is the top of the frame.

    Replace Material

    Define how materials are mapped to other materials in the scene and at what frequency they are replaced.

    Replace: Enter the material name in your scene file. In the final port on this row input an object name variable here. With: provide a material name with a weight.

    Constrain Object

    Constrains (parents) one object to another. All transformations applied to the parent object will be inherited by the child object.

    Child Collection: Collection from which to load a child object.

    Parent Object Name: Name of the parent object (case-insensitive).

    Parent Bone Name: (Optional) Name of the bone in the parent object. Only applies to rigged objects.

    Partial Match Name: If checked, a partial match will be used for the parent object name.

    Number of Parents (Min/Max): Number of objects to act as parents.

    Number of Children (Min/Max): Number of objects to load as children.

    Pose Pair

    Defines a pair of poses for interpolation.

    This is used in conjunction with the Pose Objects block. This will interpolate between two poses, the amount of which is determined by min and max bias values (as a percentage). The example below will interpolate between open and closed poses between 0% and 25%. A bias below 50% will label the object using the name of Pose A, whereas a bias above 50% will label the object using the name of Pose B.

    Pose A: The first pose.

    Pose B: The second pose.

    Bias Min: Weight toward the first pose.

    Bias Max: Weight toward the second pose.

    Pose name partial match: If checked, pose names partially matching the given name will also be sampled. For example, using the pose name "sitting" will match all poses containing the string "sitting".

    Pose Objects

    This module applies a pose to a rigged object

    This block can be added to change the pose of an object given the name of the rig and a list of poses. There are two variants of this block--the following will only apply a single pose.

    Rig Name: The name of the rig to modify.

    Poses: A list of poses. See Pose Pair for more information.

    This variant of the block will apply multiple poses (one from each "pose set").

    Rig Name: The name of the rig to modify.

    Pose Sets: A list of pose sets, each of which contain a list of pose pairs. See for more information.

    Pose Set

    Material Manipulators

    Filter Objects/Annotations

    Removes objects and/or annotations given the area of their segmentation in pixels

    Objects are filtered depending on the provided categories and parameters. The "Category" block is found under the "Variables" section in the sidebar.

    • Category: Category name to which these settings apply.

    • Min segmentation area: Minimum allowable area of the segmentation of the object.

    • Category is optional: If a category is neither optional nor found in the final annotations, the pipeline will be re-run to produce a new data point.

    • Remove objects below min area: If true, objects not meeting the requirements will be removed from the scene and all images will be re-rendered. This process is repeated up to 3 times.

    Replace

    The replace module can be used to replace objects in your scene with other objects.

    You can also transform the items in your scene by rotating them, aligning them to the camera or setting them a minimum distance from your camera.

    Object Name: Name of the object to delete.

    Items: Number of objects to replace in the scene.

    Collection: Collection of 3d assets to sample (objects which will be used to replace). If the Load Child Object block is used, this will serve as the parent object.

    New Object Name: (Optional) new name for the replaced object.

    Rotation (Min/Max): Rotation range, in degrees, about the object's vertical axis.

    View settings (optional): A block defining view-related settings. .

    Load child object (optional): A block which loads and parents a child object. .

    Pose Set

    A list of pose pairs.

    A pose set block is a list of pose pairs, from which one pose pair will be chosen and then applied.

    In the image above, two sets of poses will be applied to a single rig, "rig". The first set of poses will apply a pose partially matching the name "_L" (e.g. a left-handed pose).

    The second set of poses will apply a pose partially matching the name "_R" (e.g. a right-handed pose).

    Load child object

    This block loads and parents a child object.

    This block loads a child object, using two bones to parent the object.

    Load child object from: Collection of 3d assets to sample (objects which will be used to replace).

    Parent bone name: Name of the bone in the parent rig.

    Child bone name: Name of the bone in the child rig.

    Swap Materials

    Randomly replace a material in your scene.

    Import: Load a material collection into your scene.

    Replace by: Select materials to be replaced by either "object name" or by category.

    Sample assembly

    Weighted Material

    Input a material name and a weight

    Weight defines the likleyhood of this material being used over another one in the list.

    Add Particle System

    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.

    Target Object Name: Name of the object to populate with particles.

    Particle Collection: Collection to instance for unique particles.

    Number of Particles (Min/Max): The total number of particles on the target object geometry.

    Unique Particle Instance (Min/Max): The number of unique objects to use for the particle system.

    Particle Random Scale: A value between 0 and 1 where 0 maintains the original object scale and 1 is the highest level of randomization.

    Import Material

    Load a set of materials from a collection.

    Material collections are created on the "Materials" page. You can upload your own shaders and materials to a designated collection.

    See morearrow-up-right
    See morearrow-up-right

    View settings

    This block provides replacement settings related to the camera view.

    Align to Camera: If checked, replaced objects will face the camera (affected by rotation values).

    Distance to Replace (Min/Max): Distance range from the camera within which objects will be replaced. If both values are set to 0, there will be no restriction.

    Replace in View: If checked, only objects within the view of the camera will be replaced. The extents of the view may be restricted using X and Y view limits.

    View Limits X (Min/Max): A pair of values where 0 is the left side of the frame and 1 is the right side of the frame.

    View Limits Y (Min/Max): A pair of values where 0 is the bottom of the frame and 1 is the top of the frame.

    Load Object Along Curve

    Loads objects along a curve

    Curve Name: Name of the curve(s) along which the objects will be loaded.

    Object Collection: Collection of objects to load along the curve.

    Curve Parameter (Min/Max): Defines the part of the curve to sample where 0 is the start of the curve and 1 is the end of the curve.

    Curve Parameter Tolerance: The tolerance (between 0 and 1) to use when sampling points along the curve. Using a larger value will cause objects to be placed farther apart from one another.

    Number of Samples (Min/Max): Number of points to sample for placing objects.

    Random Rotation (Min/Max): A range of rotation values (in degrees) to apply to the objects after they have been placed and aligned to the curve.