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# Building Your Scene

Adding 3D Assets - Usually, a recipe is started by defining the 3D assets.

Collections and CEL - Use Collection Expression Language (CEL) to describe locations in the scene graph that receive operations or assignments.

Working with Attributes - How to manipulate scene graph attributes.

Katana does not assume a given scene scale. There are no physics solvers, like those in Maya, that need to know what real world measurement a unit represents. If you're using a shader library that has real world units for shade parameters, such as emissive lights with power per unit area, that's handled by the shader implementation rather than Katana.

The unit of measure used is up to you, because Katana equates any value as being equal to one unit in 3D space. The image shows a simple scene containing an object and a camera. If the large white square in the Viewer represents one unit of measure, so the smaller squares represent one tenth of that unit. So, if you measured on set in meters, one small square could be equal to a meter, centimeter, or millimeter.