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Ventuz Introduction

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Ventuz Products
  • Realtime Rendering
  • Frequently Asked Questions
  • Common Mistakes
  • Deploying a Ventuz Presentation
  • Scene Performance and Tweaks

Quick Guides

  • Quick Guide Index
  • Business Logic
  • 3D Art
  • 2D Art
  • Programming
  • System Engineer

General

  • Index
  • What's New
  • Ventuz System Requirements
  • Configuration Editor
  • Device Configuration
  • Machine Configuration
  • Render Setup Editor
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Live Runtime Control
  • Project and Show Management
  • Web Configuration Editor
  • Communication Protocol Overview
  • GPI Configuration for Runtime or Director
  • Introduction to the Ventuz Video Engine
  • Supported Formats
  • Supported Hardware
  • Color Management and HDR Workflow
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • Migrating Configs & Content to Ventuz 8
  • Migrating Content to Ventuz 7
  • Migrating Content to Ventuz 6
  • Migrating Content to Ventuz 5
  • Summary Shortcuts
  • Terminology
  • Manual Index

Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
  • Designer Overview
  • Realtime Rendering
  • Project Browser
  • Designer Interface
  • Designer Options
  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D Workflow
  • 3D Workflow
  • PBR Workflow
  • Animation Workflow
  • Best Practices
  • Reading Data in Ventuz
  • Display Images and Movies
  • Scene Performance and Tweaks
  • Deploying a Ventuz Presentation
  • Render to Disk
  • Multi Screen and Output Setup
  • Explanation of Compositions, Screens and Outputs
  • Workflow of using Multi Screens
  • Multi GPU
  • Previs
User Interface
  • Designer User Interface Index
  • Designer Interface
  • Renderer Window
  • Layer Editor
  • Property Editor
  • Property Groups
  • Hierarchy Editor
  • Content Editor
  • Find and Replace
  • Toolbox
  • Animation Editor
  • Shader Editor
  • Text Editor
  • Message View
  • Scene Tree
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Scene Control Window
  • Performance Statistics
2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Hierarchy and Content Editors
  • Display Images and Movies
3D Workflow
  • 3D Workflow Index
  • 3D Workflow
  • Hierarchy and Content Editors
  • Renderer Window
  • Camera Navigation
  • Manipulate Objects with Gizmos
  • In-Scene Editing
  • Layer Editor
  • Property Editor
  • Hierarchy Editor
  • Working with Nodes
  • Isolated Objects
  • Containers
  • Text Rendering
  • Character Sets
  • Geometry Import
  • Color Management and HDR Workflow
  • Display Images and Movies
  • Particle System
  • Creating Realistic Reflections
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Logic Workflow
  • Logic Workflow Index
  • Hierarchy and Content Editors
  • Content Editor
  • Hierarchy Editor
  • Working with Nodes
  • Property Editor
  • Containers
  • Project and Scene Data
  • Reading Data in Ventuz
  • Display Images and Movies
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Animation Workflow
  • Animation Workflow Index
  • Animation Workflow
  • Animation Editor
  • Content Editor
  • Hierarchy Editor
  • Property Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Scene Transitions
  • Unreal Integration
  • Notch Integration
Project Structure
  • Project Structure Index
  • Annotations
  • Project Documentation
  • Projects and Scenes
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Management
  • Scene Statistics
  • Scene Tree
  • Performance Statistics
How Tos
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Enable HDR Video Output
  • How To Work with the HDR Layer
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How To use Stream Out
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To use the Vertex Integration
  • How To Control and Customize Ventuz
  • How to use the Companion with Director
  • How to build Previs scenes with Designer
  • How to migrate from Ventuz 6 to Ventuz 7
Reference
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • E2E Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic Nodes
  • Previs Nodes
  • Render Option Nodes
  • Slides Nodes
  • Sound Nodes
  • Text Nodes
  • Texture Nodes
  • VR Nodes
  • World Nodes
  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Ventuz Director

  • Index
  • What's New in Director
  • Introduction
  • Environment
  • Show
  • User Interface
  • Assets
  • Taking Action
  • Property Editor
  • Shot Box
  • Project Data
  • Pages
  • Playlist
  • Transitions
  • Timeline
  • Content References
  • Topology
  • Channels
  • Macros
  • Designing Templates
  • Scene Transitions
  • Plug-Ins
  • Shortcuts
  • Command Line Options
  • Application Settings
  • Glossary
  • GPI Configuration

Ventuz Runtime & Configuration

  • Runtime Index
  • Configuration Editor
  • Machine Configuration
  • Device Configuration
  • Project and Show Management
  • Live Runtime Control
  • Web Configuration Editor
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Multi Screen and Output Setup
  • How to migrate from Ventuz 6 to Ventuz 7
  • Machine Clustering
  • Supported Hardware
  • Director Mode
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to Use Head Mounted Displays
  • How to Setup Spout with Ventuz
  • How to Use Newtek NDI
  • How to Use a Mixed Frame Rate Cluster
  • How to Use Tracking

Multi Output & Display Setups

Introduction
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Machine Clustering
  • Support for multiple GPU's
Editors
  • Configuration Editor
  • Device Configuration
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Designer Stage Editor
Workflows
  • How to Build Content for Multiple Screens
  • How To Play Out On Multiple Outputs
  • How To Render on a Machine Cluster
  • How to build Previs scenes with Designer

How To

Designer
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Work with the HDR Layer
  • How To Enable HDR video output
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
Runtime & Configuration
  • Runtime How Tos Index
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to use Head Mounted Displays
  • How to setup Spout with Ventuz
  • How to use Newtek NDI
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
  • Multi Screen and Output Setup
  • How To Enable HDR video output
Director
  • How To Control Multiple Graphics Independently From Each Other
  • How to use the Companion with Director

Ventuz Node Reference

Available Nodes Overview
  • All Designer Nodes
ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
E2E
  • E2E Axis
  • E2E Data
  • E2E Control
  • E2E Layer
  • E2E Provider
  • E2E Node Overview
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
  • HTTP
  • RamDiskWriter
LAYER
  • 3D Layers
  • 3D Layer Reference
  • Composition Layer
  • 2D Layers
  • PSD Import Layer
  • E2E Layer
  • Mixer Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Data Portals
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Render Setup Relation
  • Text Splitter
  • Timer
  • Toggle
  • Transition Info
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
PREVISUALIZATION
  • Introduction to Previs
  • Previs Screen
  • Previs Canvas
  • Compositon List
  • Rendersetup Objects
  • Composition Projector
  • Previs Screen Render Options
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
  • QR Code
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths
  • Cloner

Advanced and Development

  • Advanced and Development Index
  • Command Line Options
  • Ventuz IP Ports
  • Ventuz Machine Service
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz Extension API
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API
  • Lens Calibration File for FreeD
  • E2E Node Overview
  • Unreal Integration
  • Notch Integration
Remoting
  • Remoting Index
  • Remoting Overview
  • How To Control and Customize Ventuz
  • Remoting 4
  • Remoting 4 via Websockets
  • Remoting 4 via HTTP
  • Director Remoting
  • Deprecated Remoting

Misc

  • Presets
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Hierarchy Editor

Table of Contents

  1. Use the Hierarchy Editor to edit Layers
  2. Rendering Order
  3. Menu Bar
  4. Inserting a Node
  5. Selection
    1. Bookmarks
  6. Moving and Copying
  7. Multi-Replication
  8. Collapsing
  9. Blocking and Inactive
  10. Unlinked Items
  11. Node Name and Color
  12. Annotations
  13. Decorations
    1. Material Node Decoration
  14. Container & Families

The Hierarchy Editor is where the structure of a 3D Layer is defined, where "commands" are issued to the Ventuz Rendering Engine and where it is specified in which order they happen. In general, each Hierarchy Node results in one or more calls to the GPU, such as setting a material or rendering a geometry (there are only a few exceptions to this rule).

Use the Hierarchy Editor to edit Layers

To save screen space Layers can also be edited from within the Hierarchy Editor. Check the Window Option Use for Layers.

For sure the behavior of the Nodes does not change based on where you edit them but the Editors differ in some ways.

Here is a list of things that are different from editing Layers in the Layer Editor

  • In contrast to the Layer Editor you can apply Annotations to Layers in the Hierarchy Editor that will be hidden in the Layer Editor.
  • does not unfold the Properties of the Layer. To edit the Properties you have to use the common Properties Editor like for any other Hierarchy Node.
  • on a Layer i.e. an Image Layer does not open the Open File Dialog.

Rendering Order

The Hierarchy Nodes are part of a horizontal tree structure which starts at the Layer Root, symbolized in the top left corner of the Hierarchy Editor:

The Ventuz Rendering Engine starts at the Layer Root and traverses down in a depth-first traversal order. The effect of a node will be active until all children of the node have been traversed and traversal goes back to the parent of the node. In the example below, the light gray Material node affects both the Rectangle and the Sphere node which will thus be rendered with a light gray color. However, the Axis2 node will only affect the Rectangle, not the Sphere.

All DirectX graphic cards work with a so called State Engine which basically applies a command (i.e. setting the material to light gray) to all successive rendering calls until another command changes the state (in this case material) to another value. To improve rendering performance, it is important to keep this in mind and move items common to multiple nodes as far up in the hierarchy as possible. In the above example, we could theoretically add two identical material assignments just before the respective geometry instead of the one in the example. This would achieve the same rendering result but would carry the performance penalty of an additional state change.

Menu Bar

Located on top of the Hierarchy Editor is a Menu Bar:

Set Render Point Defines which part of the tree is used for the Isolate Mode.
Container Level Up Navigates to the next higher Container level
Container Level Down Navigates into a selected Container or Layer
Blocked Blocks the selected Node or Selection
Inactive Sets the Node or Selection Inactive
Collapsed Collapses or Un-Collapses a subtree
Merge to Container Merges the Selection into a Container
Seal Container Seals the selected Container
Edit Annotation Adds an Annotation to the selected Node
Show Annotations Toggles the visibility of Annotations
Node Color Sets a Color for the selected Node
Scene Statistics Indicates Issues and open the Scene Statistics to locate them
Add Bookmark Adds a Bookmark for the selection. Offers a drop down menu for more.

Inserting a Node

A new node can be added to the hierarchy by selecting it from either the Toolbox or Fast Toolbox and dragging  it into the hierarchy. Depending on where it is released, the node will be inserted in a different fashion:

Icon Drop Zone Area Effect
Top Upper third of the node icon. The new node will have the same parent as the node it is dropped on but will be added such that it is rendered before the target.
Bottom Lower third of the node icon. The new node will have the same parent as the node it is dropped on but will be added such that it is rendered after the target.
Right Right third of the node icon. The new node will have the node it is dropped on as parent. It is added as the last child of that node.
Left Left third of the node icon. The new node will be inserted between the node it is dropped and its parent.
Left (first) Left third of the node icon but only works for the top-most child. The new node will be inserted between the node it is dropped on and its parent. All children of that node will be children of the new node.

Selection

Clicking  on a node selects it, which is represented by an orange box drawn around the node's icon. This simple click  will also add a shadow below the selected icon and all of its children. This visualizes that any operation affecting the current selection such as deletion will also affect the children.

In the example, the Axis2 node has been directly selected but the Rectangle has also been indirectly selected. To select a node without indirectly selecting its children, press and hold CTRL while clicking  on the node.

Instead you can also  click and drag to create a Selection Box and select multiple nodes at once. Without the CTRL-modifier, selecting multiple nodes in the same subtree will select the topmost node only (and the subtree is selected indirectly).

If nodes have already been selected, holding SHIFT will add the new selection to the existing one.

Bookmarks

It is possible to store the current selection of Hierarchy nodes in a bookmark. Such a Selection Bookmark is created by clicking on the bookmark icon in the menu on the top of the Hierarchy Editor.

By clicking  on an existing bookmark the saved selection is restored in the editor. It is possible to rename bookmarks by clicking  on an entry.

Moving and Copying

A selection can be moved to a different position in the hierarchy by dragging the selection to its new place. The drop zones as mentioned here still apply.

By pressing CTRL while dragging, the selection will not be moved but a duplicate will be inserted at the new position instead. All content nodes that are bound to the select will be duplicated as well so that a truly independent copy is created. Using CTRL + P inserts a copy of the selection as a sibling to the original nodes.

If CTRL + ALT are held during the drag, a so called reference copy is created, duplicating the Hierarchy Nodes but not the bound content nodes. For example, if an Axis is bound to a Mover, the reference copy will create an additional Axis that is bound to the same Mover. CTRL +  SHIFT +  P does the same and inserts the new nodes as siblings.

If CTRL + SHIFT are pressed, a link (in some programs also called a reference) to the existing nodes will be inserted instead of a duplicate. This is a very powerful but also potentially error-prone and complex feature when working with tree structures. It is powerful in that the same nodes can be used multiple times in a scene although only one copy resides in memory. The problem with multiple linking is that the linked nodes appear at multiple positions in the Hierarchy Editor but the user still has to keep in mind that there is in fact only one instance. Any change done to the one item in the tree will also affect the others because there is only one node. Similarly, deletion of linked nodes can create unintended or unforeseen consequences when linked references are forgotten about. Nodes that have multiple links are designated with a gray triangle in the lower left corner of the node icon, see here.

In the example above, there are two axis nodes but only one material node. The material node has been linked to each of the Axis nodes.

Multi-Replication

A special replication operation is available if a selection is dragged with the right mouse button clicking  a menu will popup right after the clicking  was released on the drop target. This allows the user to create multiple links or copies of a selected node/sub-tree easily.

This menu lets you perform the operations described above without using the modifier keys during the drag&drop operation. The menu entry More... opens the Replicate Dialog:

This dialog let you create one or multiple replicates of the dragged selection while the way how the replicates should be created can be selected:

  • Link: Links the dragged selection at the targeted position. (same as holding CTRL + SHIFT in normal drag&drop operations)
  • Copy: Copies the dragged selection at the targeted position. (same as holding CTRL in normal drag&drop operations)
    • Keep same source Nodes: Performs a reference copy as described above. (same as holding CTRL + ALT in normal drag&drop operations)
    • Clone Animation Channel: If Keep same source Nodes is selected this option indicates whether the referenced animation channel of the kept referenced Animation nodes should be cloned or not.

The Instances number indicates how often the selected operation should be performed.

Collapsing

By right-clicking on a node, its subtree is collapsed or expanded. This is very useful when hierarchies grow to still keep a good overview. Pressing and holding the right mouse button will however open the Context Menu.

Blocking and Inactive

A selection of nodes can be "deactivated" in one of two ways:

  • Inactive: By choosing Menu/Node/Inactive (or pressing CTRL + A), the inactive flag of a node will be toggled. An inactive node does all its internal computations as normal but will just be skipped during rendering. An inactive node will be drawn with a "bypass" line through it in the Hierarchy Editor.
  • Blocked: By choosing Menu/Node/Blocked (or pressing CTRL + B), the blocked flag of a node will be toggled. A blocked node neither is rendered nor does it perform its internal computation. The blocking state is inherited to the node's children.

There is still a small overhead of traversing a blocked node. Therefore nodes that are no longer needed should be deleted, not just blocked.

Unlinked Items

All Hierarchy Nodes shown in the Hierarchy Editor are by default in a linked state. That means a Node is linked to another one, which again is linked to another and so forth until the container's or layers's root has been reached. An Hierarchy Node also can be in an unlinked state if its node is not part of such a link-chain described above. Unlinked nodes are part of the scene (or container) but are not traversed by the Renderer.

To unlink a selected Hierarchy Node, either select the menu entry Edit/Unlink or press SHIFT +  DEL. Unlinked nodes are displayed in a special area at the bottom of the Hierarchy Editor.

To re-link nodes that have been unlinked before, simply drag&drop or copy paste them into the normal, linked area. If no more unlinked nodes are in the container or scene the Unlinked Items area disappears.

Node Name and Color

Each node can be given an individual name by double-clicking  on the node (or pressing F2). This is a great way to mark certain subtrees, for example as "main menu", "red button", and so on.

As a further functionality to keep an overview in complex scenes, nodes can be assigned a node color by choosing a selection and then selecting a color from the top menu bar or from the context menu (pressing and holding  until the menu appears).

If a color is set at one node, it will be inherited by all its children. In the above example, only the Axis and the Material node have been explicitly assigned a color. Note that only Hierarchy nodes can be colored. The coloring is generally most effective when used sparingly to avoid a colorful chaos in the Hierarchy Editor.

Annotations

When coloring is not enough, the user can also add a "note" to a node by selecting the node and then choosing Annotation from the top menu or the context menu (pressing and holding the right mouse button until the menu appears). The box can contain any HTML or Markdown formatted text, thus being the ideal place to leave notes (i.e. keyboard shortcuts, ...) to the person that will actually run the show or to a colleague also working on the same scene.

The visibility of annotations can be toggled in the top menu.

For more information about Annotations take a look at this Page

Decorations

The visual representation of a node can have a number of visual markers in addition to the icon itself and the brackets. The different decorations will be explained in more detail when discussing the individual topics that create them.

Icon Decoration Description
Blue Corner Node is connected to a Data Source (XML, Excel, RSS, ...)
Yellow Corner Node is connected to an interactive Input Node (Mouse, Keyboard, ...)
Green Dot Node is connected to an Animation Node (Keyframe Animation, Mover, Alternator,...), for more information see Animation and State Engine.
Yellow Dot Node is connected to Template Data
Lightblue Dot Node is connected to Scene Data
Purple Dot Node is connected to Project Data
Grey Corner Node is linked multiple times within a hierarchy
Red Corner Node has an Annotation. Only visible when Annotation Visibility is turned off.
Lightblue Corner Indicates that a Material Node has additional Options applied i.e a Draw Mode.

If a node is rendered in a light grey, it has been blocked. If a line is drawn through the node icon, the node has been set inactive. For both, see Blocked and Inactive.

Material Node Decoration

Based on the Property Groups that are used inside a Material Node the Icon may change.

Rendered Preview

if only Property Group's in the Standard or Shadow Options tab are used.

Rendered Preview with light blue decoration

if Property Group's in the Standard or Shadow Options tab are used together with any other Option like a certain Draw Mode or a certain Blending

Dedicated Option Icon

every Material Option has it's own dedicated Icon, that is shown whenever no other Property Group in any other tab is used.

Container & Families

Since complex scenes can require a large rendering hierarchy, Ventuz offers a number of features to give further structure to a scene. The Content Editor can group nodes in Families by drawing a gray rectangle around them. This does not change the functionality but is simply a visual queue to the user that these nodes belong together. To create a family, select multiple nodes in the Content Editor and either right click and hold untill a menu pops up or press CTRL + SHIFT + F. It is also possible to use the little family button on the top of the Content Editor. And pressing the eye icon in the upper right corner of the Content Editor allows to en/disable the option to always show all family members when one corresponding node is selected.

Even more powerful is the usage of containers which are provided in the form of the Hierarchy Container and the Content Container. Nodes can be dragged into a container to create a "meta-node" that contains multiple nodes and bindings but looks and acts in the Hierarchy like a single node. Containers can be entered by double-clicking on the arrow on the left side inside the node icon.

As an example, a customized slider functionality might be implemented as a container containing multiple geometries, materials and logical elements. Copying them to every place in the scene that a slider should be used, would be tiresome and error-prone. Creating a container and then using that as a customized node is much more effective.

The topic of containers is so important that it will be discussed more in-depth under Containers and Interfaces

See also:
  • Shortcuts: Hierarchy Editor
  • Content Editor
  • Containers and Interfaces
  • User Interface
  • Properties Editor
  • Animation Editor
  • Nodes and Bindings
  • Render Point/Isolate Mode

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