Glossary
Every Intangible-specific term, defined. From AI Composer to Workspace, with cross-links to the relevant docs.
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.
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.
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. See Make an animatic.
Asset library – The bottom-of-screen panel in Build mode holding pre-made greyboxing assets. Categories include Characters, Furnishings, Mannequins, My Assets, Objects, Populators, Primitives, Roads, Sets, Vehicles. See Asset Library.
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.
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.
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.
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.
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.
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.
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.
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; see Models for the current list. See First and last frame.
G
Generate 3D Asset – The Build-mode feature that creates a 3D mesh from text, an image, or multi-view photographs. Availability varies by plan – see Plans and billing. See Generate 3D Asset.
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 and Keep a character consistent across shots.
L
Lens – The per-shot focal-length setting in Compose mode. The working set is 14mm Ultra-Wide, 24mm Wide, 35mm Standard, 70mm Portrait, 100mm Telephoto, and 200mm Super Telephoto. See Lenses.
Lighting preset – A one-click atmosphere applied via the Visualize-mode Lighting tab. Pre-tuned lighting prose the model has been trained to honor; the picker carries a wide named library covering times of day, weather, and locations. See Lighting presets – the in-product picker is the source of truth for the current set.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Spline – A curve used as a populator shape, an animation path, or a road generator. See Spline populator.
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.
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.
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.
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.
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