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  • node: where actions take place modifying the scene in some way, and each node can touch any part of the scene; e.g., CameraCreate, Merge, MaterialAssign, etc.
  • node graph: all of the nodes taken together, connected to each other to direct the flow and order of changes in the scene.
  • parameter: a piece of data on a node telling the node how to operate; parameters may be organized hierarchically inside of a node; e.g., intensity assigned to a light that is being created, a CEL expression saying what scene graph locations to touch, etc.
  • scene graph: all of the scene graph locations together, organized hierarchically, with special categories for cameras, geometry, lights, materials, and procedurals.
  • scene graph location: a particular point in the scene graph that has a name, type, and various other attributes, which by convention will have a minimal set of attributes that match the type; e.g., polymesh, subdmesh, light, camera, group, material, etc.
  • attribute: a piece of data on a scene graph location; attributes are organized hierarchically within the location, and may be arrays of substantial amounts of data, e.g., material (assigned material), P (vertex positions), N (surface normals), etc.
  • CEL: a pattern that matches locations in the scene graph; this is used by nodes to decide what parts of the scene graph to operate on.
  • monitor: the area displaying the results of renders.
  • viewer: the area displaying a simple preview of the geometric data requested by the user.
  • args file: an XML file describing how to present node parameters to the user.
  • procedural: for renderers, this is a program/script that can be run during render time to load more data (so not all data is required to be given up-front). Katana itself interacts with renderers by inserting a Katana procedural into the render, but other procedurals can be inserted by Katana such as a hair instantiation procedural, a crowd instancer, a custom geometry format procedural, etc.
  • op: an operation on a location in the scene graph; these are usually what actually does the work for nodes in the node graph.

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