# Glossary

Every Intangible-specific term in one place. Use this when you hit a word in another doc and want a quick definition without leaving the page.

## A

**AI Composer** – The conversational agent panel in Build mode. Type a sentence ("add a second sports car behind the Lamborghini") and the composer creates and arranges scene contents from natural language. Faster than manual asset placement for descriptive instructions. See [AI Composer](/build/ai-composer.md).

**Aim target** – A per-shot widget in Compose mode that locks the camera's look-at point onto a specific 3D object. When the object moves, the camera tracks it. The alternative to manual rotation keyframes for a moving subject. See [Aim Camera and Target](/compose/aim-camera-and-target.md).

**Animation target** – An object marked as the camera's tracking target for the active shot, set via the Aim Camera tool.

**Animatic** – The assembled cut of your shots, played at their set durations end to end. Built in Compose mode's [Sequence Timeline](/compose/timeline.md). See [Make an animatic](/overview/how-to/ai-animatic.md).

**Asset library** – The bottom-of-screen panel in Build mode holding pre-made gray-boxing assets. Categories include Characters, Furnishings, Mannequins, My Assets, Objects, Populators, Primitives, Roads, Sets, Vehicles. See [Asset Library](/build/asset-library.md).

**Aspect ratio** – The per-shot frame ratio (9:16, 16:9, 2.39:1, etc.) the visualizer renders at. Set in Compose mode's aspect picker. See [Aspect ratios and film gates](/compose/aspect-ratios-and-film-gates.md).

**Auto-prompt** – The visualizer-generated prompt assembled from the 3D scene, camera, and object metadata. Has three labeled blocks: Scene Context, Environment & Props, Subjects. Editable but pre-populated. See [Auto-prompt](/visualize/auto-prompt.md).

## B

**Build mode** – The art-department phase. Place objects, attach reference images, set environment, run the AI Composer. Everything that goes *in* the shot. See [Build mode](/build/build.md).

## C

**Compose mode** – The camera-department phase. Add shots, place cameras, set lenses and aspect ratios, frame the action, animate within shots. See [Compose mode](/compose/compose.md).

**Credit** – The unit Intangible bills generation work in. One image render at 1K resolution costs a few credits; video renders cost more. See [Credits and tokens](/overview/concepts/credits-and-tokens.md).

**Custom style** – A user-trained or user-uploaded style applied across renders in Visualize mode. The brand-specific equivalent of a Style Preset. See [Custom styles](/visualize/custom-styles.md).

## E

**Edit Image** – The pencil-tool flow that takes a generated image plus a textual instruction and returns a modified version. Useful for surgical fixes (color swap, object remove, surface tweak) without regenerating the whole shot. See [Edit images](/visualize/edit-images.md).

**Environment & Props** – One of three blocks in the auto-prompt. Covers the physical setting and secondary objects (the street, the storefronts, the trees, the mannequins). Distinct from Subjects (the hero objects).

## F

**First and last frame** – The video-generation pattern that takes a start frame plus an end frame and interpolates motion between them. Available on video models that support end frames (Veo 3.1, Kling 2.6 Pro, Seedance 2.0). See [First and last frame](/visualize/first-and-last-frame.md).

## G

**Generate 3D Asset** – The Build-mode feature that creates a 3D mesh from text, an image, or multi-view photographs. Free has limited capability; Explorer, Business, and Enterprise have full access. See [intangible.ai/pricing](https://www.intangible.ai/pricing) for specifics. See [Generate 3D Asset](/build/generate-3d-asset.md).

**Gizmo** – The transform handle that appears on a selected object in the viewport. Lets you move, rotate, and scale the object directly. Coordinate space (Global vs Local) toggles via the contextual menu.

## I

**Image reference** – A photograph attached to a 3D object in Build mode. The visualizer locks the rendered appearance of that object to the reference image. The single most-used technique for keeping a character, vehicle, or product consistent across every shot. See [Image reference](/overview/concepts/image-reference.md) and [Keep a character consistent across shots](/overview/how-to/consistent-character-ai.md).

## L

**Lens** – The per-shot focal-length setting in Compose mode. Categories range from Ultra-Wide through Super Telephoto, with mm values attached (24mm Wide, 35mm Standard, 50mm Standard, 85mm Telephoto, etc.). See [Lenses](/compose/lenses.md).

**Lighting preset** – A one-click atmosphere applied via the Visualize-mode Lighting tab. Examples: Sunset Cane Glow, Concrete Sunset, Stormy Coastal Tempest, Twilight Forest Depths. Pre-tuned lighting prose the model has been trained to honor. See [Lighting presets](/visualize/lighting-presets.md).

**LoRA** – Low-Rank Adaptation. A fine-tuning file that biases a diffusion model toward a specific style, character, or product. Files are `.safetensors` or `.pt`. Attached to a Build-mode object via the More Options menu. See [LoRAs](/build/loras.md).

## M

**Mode switcher** – The top-center toolbar that swaps between Build, Compose, and Visualize. The active mode is highlighted.

**Monthly Credits** – Tier-allotted credits that refill each cycle and don't roll over. Different from Purchased Credits, which don't expire. See [Credits and tokens](/overview/concepts/credits-and-tokens.md).

## O

**Object Details panel** – The left-side panel in Build mode showing a selected object's name, description, and reference images. The manual entry point for attaching an Image Reference. See [Object Details](/build/object-details.md).

## P

**Picture-in-picture (PIP)** – The orbital satellite-view overlay in the top-left of the Compose-mode viewport. Shows the camera's frustum in world space relative to the scene. Useful for blocking and spatial relationships the camera view obscures.

**Populator** – A procedural container that distributes assets across an area or along a curve. Use for crowds, trees, vehicles in volume. Faster than placing one at a time, more believable than letting the model invent extras. See [Populators](/build/populators.md).

**Project** – The top-level container holding scenes, shots, renders, and project state. One project per agency brief, typically.

**Purchased Credits** – Top-up credits that don't expire. Spent after Monthly Credits run out. See [Credits and tokens](/overview/concepts/credits-and-tokens.md).

## R

**Render** – Either the act of generating an image or video from a composed shot, or the resulting output file. Both meanings are common in the docs and in production conversation.

## S

**Scene** – A persistent 3D world inside a project. Multiple shots can share one scene. A project can hold multiple scenes (different locations, different worlds), each with its own environment state. See [Projects and scenes](/overview/concepts/projects-and-scenes.md).

**Scene Context** – One of three blocks in the auto-prompt. Covers framing, mood, and location prose generated from the camera state and the scene's environment.

**Scene Outliner** – The left-side panel in Build mode listing every object in the current scene as a hierarchical tree. Useful when the viewport gets too crowded to click directly. See [Scene Outliner](/build/scene-outliner.md).

**Set** – A reusable grouping of objects saved for cross-project reuse. A pre-built kitchen, a city block, a product display – save once, use across projects. See [Sets](/build/sets.md).

**Shot** – A per-camera framing inside a scene. Carries its own camera, lens, aspect ratio, animation timeline, and shot-bound transforms. The unit of composition in Compose mode and the unit of rendering in Visualize. See [Shots](/compose/shots.md).

**Smart Import** – The import flow for `.glb`, `.gltf`, `.dae`, `.fbx`, `.ply`, `.obj`, `.stl`, `.usd`. Opens an editing environment that lets you fix scale, orientation, and category before the asset joins the scene. See [Import your own models](/build/import-your-own-models.md).

**Spline** – A curve used as a populator shape, an animation path, or a road generator. See [Spline populator](/build/spline-populator.md).

**Storyboard view** – The default Compose-mode bottom panel. Every shot in the project rendered as a card grouped by scene. The view for early-stage layout. See [Storyboard view](/compose/storyboard-view.md).

**Style preset** – A one-click surface treatment applied via the Visualize-mode Style tab. Photoreal, illustration, storyboard, anime, film noir, watercolor, oil painting, pencil sketch. Pre-tuned stylistic prose the model honors. See [Style presets](/visualize/style-presets.md).

**Subjects** – One of three blocks in the auto-prompt. Covers the hero objects (the car, the character, the product). Distinct from Environment & Props (the secondary objects).

## T

**Trigger word** – A specific text string a LoRA was trained to activate on. Must match exactly in the prompt for the LoRA to apply.

## V

**Visualize mode** – The post phase. Pick a model, edit the prompt if needed, generate. Image edits, first-and-last-frame video interpolation, style and lighting presets all live here. See [Visualize mode](/visualize/visualize.md).

## W

**Workspace** – A personal or team container for projects, assets, and credits. Personal Team is the default; team workspaces are paid (Business plan and up). See [Workspaces](/teams-and-billing/workspaces.md).


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