Navigation

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
« Previous:
» Index «
Next: »

How to Build Content for Multiple Screens

Table of Contents

  1. Introduction
  2. What are Compositions
  3. The different ways of using Compositions
  4. Renderer window and the Stage Editor
    1. Stage Editor
      1. Introduction
      2. Render Setup Selection and Editing
      3. Preview Selection Menu
        1. Physical
        2. Design Preview
        3. Disable Preview
        4. Options
      4. Machine ID Selection
      5. Design Preview
      6. All Outputs
      7. Connector Selection
  5. Useful information
  6. Placing Pixel Perfect Content
  7. Moving things across multiple screens
    1. Considerations with the Field of View
  8. Creating a Scene
  9. Presenting your project

This How To will teach you how to properly build content for multiple screen setups. Before you start it may make sense to read this guide How to configure a Multi Screen Setup, to correctly configure Ventuz. While in Ventuz Designer you can create projects without knowing how to set these up, you might want to have insights into it to understand the workflow of your content much better.

Introduction

Working with a multi screen setup since Ventuz 7 is significantly different than in versions before; the new workflow needs a quick introduction to the Render Setup, Stage Editor and the new Composition Layer. Understanding these concepts, will help use Ventuz to its full potential.

These are the topics we are going through:

  • What are Compositions
  • The different ways of using Compositions
  • The different modes of the Renderer Window and the Stage Editor.
  • Useful information for building your content
  • Creating pixel perfect content
  • Moving things across multiple screens
  • Presenting your project

What are Compositions

Composition Layers are used to define rendering areas and function multi-directionally by either coming from the Render Setup, a Previsualization Scene or the composition layer itself. Composition Layers can also be imported into the Render setup. A Composition Layer defines the rendering area and can either be coming from the Render Setup or by the Layer itself and then imported to the Render Setup. You can also "connect" those layers with the Render Setup without the import function. As long as the names match they will function correctly.

A Composition, inside of Ventuz, is where all of the magic happens. A composition is where the Layer assets are rendered; it defines the area to pass to the graphics card(s) or to Previsualization Screen(s).
Each composition in Ventuz can be a unique area that can 'hold' one or more Layers. One or more Compositions can be used in each scene. A Composition can be virtually any size, regardless of what the output sizes are, or are expected to be. Compositions allow Ventuz Scenes to be dynamic and allow them to be used for many different setups using the same Project File. By resizing a Composition, different Layers are able to utilize more or less pixel space without losing resolution.
Because Ventuz elements are rasterized and rendered inside of Ventuz in real-time, the size of the Composition does not matter, with the exception of videos or images that are created outside of Ventuz and imported into the Project.

The different ways of using Compositions

There are three main ways to use and work with Compositions inside of Ventuz:

  • 1: By using the Render Setup Editor
  • 2: By importing Composition layer into the Render Setup Editor
  • 3: By using a Previsualization scene

1: By using the Render Setup Editor. Defining Compositions there and connecting them with Composition layer inside the Designer.

Example:

Create a Render Setup by opening the Configuration Editor and clicking on the Project Management tab. Now choose your project and hit New on the right. To learn how to create Render Setups take a look into this page : Render Setup Editor

2: It is Possible to build the Scene in Ventuz Designer using multiple Compositions before configuring the Render Setup. These Compositions can be imported into the Render Setup editor.

Example inside of Ventuz Designer:

Start by inserting Composition Layer inside the Designer found in the + the button in the "Layer" window of Designer. You can also rename Compositions by  Double Click on the name property.
The size of the composition can be changed by clicking on the Design Size property and choosing Manual.

If you can not see any elements in your 3D layer inside the of the new Composition Layer, make sure you are in the correct Preview mode. You can find it inside the Stage Editor or on the Top right of the Designer.

Notice the small square on the left beside the Composition name. This noise pattern indicates that these compositions are not connected to any Render Setup. As soon as we import this scene into the Render Setup Editor this small square will show the assigned color when loading the scene again with this new Render Setup activated.
To do this, create a new Render Setup for your project and click on the Import Compositions button in the lower left corner.

Choose the scene you want to import and  click Import.

If creating the Compositions manually inside of the Render Configuration Setup window, ensure that the composition names exactly match the Composition Name inside of the Designer. These names are automatically set when using the "Import" option.

Now we have our created compositions from the Designer inside the Render Setup. For best practice, the Compositions and Screens that are not being used should be deleted.
The Default Composition and Default Screen are not used in this setup and can be deleted.

With this done we can switch over to the Mapping Mode, the "Mapping" tab found at the top of the window, and quickly finish our output mapping, so everything is correctly connected to your Device Configuration.

Here you can either directly import your Device Configuration or add single outputs by hand.

To fill the outputs with your screens, simply drag and drop them on the desired output. If you havent imported your Device Configuration as shown in the example, it may be difficult to know which screen should be applied to which output. Ventuz will start from the left in the output mapping and assign these screens to the first output configured in the Device Configuration (top). You can also rename those outputs by clicking on the small pencil beside the output.

Now, the Render Properties are set up to use the desired Outputs with your Compositions. Save and close the Render Setup window.
It is important to ensure that the correct Render Setup is activated inside of Ventuz Designer and Runtime. To do this before navigating back to Designer, select the desired Render Setup Configuration in the Project Management and  click Activate;
The Render Setup can also be activated directly in the Designer using the Stage Editor.

The small squares mentioned above will now be colored according to the Composition colors set in the Render Setup Configurator.

3: With the power of the Previsualization Scenes it is also possible to build a whole Render Setup, using Compositions and screens, inside the Designer and then importing it into the Render Setup Editor. Where only the mapping has to be done.

For this we have a detailed How to on this page

Renderer window and the Stage Editor

There are different modes for the Renderer window. These can be found in the Stage Editor. If it isnt open currently, just go to View -> Stage Editor in the top menu bar of Ventuz Designer.

Stage Editor

Introduction

The Stage Editor enables previewing of different Screens, Previs Screens and Compositions as well as outputs and other machines inside a Cluster. Furthermore you are able to switch and edit Render Setups quickly.

In the following sections we will explore what these different menus and buttons are doing.

Render Setup Selection and Editing

Select your Render Setups from the drop down menu to change between them quickly. Use the to get inside the Render Setup Editor and edit the currently selected Render Setup.

A restart of the Designer is not needed. Hit Save after changing the Render Setup and the changes will be instantly applied; Alternatively, click Live at the top of the Editor to see your changes update in real time!

Preview Selection Menu

With the Preview Selection Menu it is possible to switch between different Compositions, Previs Screens, Screens and Canvases which are defined inside the Render Setup. These will be then previewed inside the Renderer Window.

When working with a Previs scene the Composition preview may show content with a strange aspect ratio; this is not a bug but rather a technical limitation. This is due to the Render Order, at the point of previewing the Composition the engine doesn't know the design size set by the canvas. It will fall back to the Aspect Ratio set in the Project Properties window.

Physical

This previews the physical device output. Depending on the setting Enable All Outputs, it behaves differently.

Enable All Outputs Behavior
On Previews the output of the device as configured in the Device Configuration.
Off Previews DUMMY Outputs as configured in the Render Setup output mapping tab.

Inputs can be previewed if configured inside your Device Configuration.

Design Preview

The Design Preview will show all configured Previs Screens, Screens, Compositions, Canvases and other machines defined in the Render Setup combined as one preview. This should give you a good estimate of what your scene will look like.

Using the Design Preview in conjunction with the option to Preview Without Scaling can have a heavy performance impact on bigger scenes with high resolution!

Disable Preview

Disables the preview Renderer window.

This doesn't completely block Ventuz from rendering your scene. See it more like the "inactive" flag on a node. To completely disable the rendering use the option inside the Device Configuration for Disabling the Preview Window.

Options

Enable All Outputs: Will use all physical screens currently configured as outputs inside your Device Configuration and render your scene on it, except the screen with Designer open. When disabled, the Preview Renderer will render the Physical Outputs as configured in the active Render Setup, instead of the Device Configuration.

Lower Resolution for Previs: This will divide the Resolution inside a Previs by 4. Some Previs scenes can have very large resolutions; to ensure good performance while working on it we introduced this option.

Preview without scaling: This forces the Renderer to render the current preview in its configured resolution coming from the Render Setup, it will also crop the image if the renderer window is to small.

Show Bezel: Use this to show currently configured bezels coming from the Render Setup inside the Rendering Window.

Preview at System SDR Level: When HDR mode on: Sets the SDR white-level of the preview renderer to the Windows SDR level of the Windows Display Settings.

Machine ID Selection

Use the broom icon to display what is used with your current machine ID, which is configured on the general tab inside the configuration tab inside the Configuration editor. Or Preview other machines outputs from your network with the corresponding ID.

Changing the previewed machine ID will only render on Enabled Physical Outputs; make sure to enable this option inside the Preview Selection Menu!

Design Preview

The Design Preview will show all configured Screens, Compositions, Canvases and other machines defined in the Render Setup combined as one preview. This is especially helpful when working on bigger scenes using multiple Canvases.

All Outputs

Activates all configured Outputs and previews them, if enough physical outputs are connected. Otherwise use the connector selection to preview single outputs.

Configuration of both Inputs and Outputs can be done inside the Device Configuration.

Connector Selection

Preview single outputs which are currently configured in the Device Configuration.

Useful information

Now that you know how to work with the Stage Editor, lets tie this into the Renderer window and see what we can do with it.
When starting the project with a multi-screen setup, the Stage Editor and the Render Window appears the same as before.

By default, the Stage Editor is in the Canvas preview mode. Canvas preview shows the render space for the default canvas that Ventuz uses. In order to see the borders of the screens, content must be applied to the scene.
In this example, three screens are displayed in the Render Window. Three colored rectangles that are touching, show the gap between screens 2 and 3:

These rectangles represent your screens. The grayed out area will not be visible when presenting the project.

When the Design Preview mode is used, all of the Compositions, including the darkened areas that aren't visible in the in the physical setup.

When the Composition mode is used, the entire Composition is displayed and the Render Window and the preview ignores the Screen and Output settings.
This tool is useful to if the screen layout happens to change in the future to ensure the content is rendered as desired.

It is highly recommended to switch to the production mode from time to time to see what it will look like when presenting it. This is very helpful if you have overlapping content, or things moving around.

Placing Pixel Perfect Content

To apply a Movie Clip Layer it will be stretched over the whole render Composition no matter its size or aspect ratio.
There are different methods to resize a layer like the Movie Clip Layer so it will display as the desired size, some are more accurate than others.
In order to achieve pixel perfect placement, there are properties available in the Movie Clip Layer.

Changing the layout to pixels and the relation to Layer -> Left -> Top will align the clip to the top left corner of the rendering space.

Moving things across multiple screens

Ventuz' synchronization capabilities across GPU outputs and even across multiple machines allow you to show content that spans over several screens. It is possible to have visuals elements travel across several screens to have them appear as one large video surface.

Having content move across multiple screens is fairly simple as you only need to arrange according to your screen setup using the Layout properties as shown above.

Considerations with the Field of View

When having content span across several screens in the horizontal axis the content at the edges might appear distorted or stretched.

This comes from the default camera in the layer root. There are multiple ways to fix this issue.
One method involves ignoring the camera and moving the Layer itself, and therefore its content, inside the Property of the 3D Layer. To see the properties of the Layer, click  the small triangle beside the pencil.

By using the X and Y properties, the content will be shifted around without any distortion. But this might be limiting in some cases since you are moving the whole layer at once.

Another method includes using a Camera Node in the Hierarchy Editor. Changing the Field of View Axis to horizontal. If you now move the content around with the axis there will minimal distortion.

It is possible to use the camera X and Y Property either of the FOV axis or the different view modes to move things around. This will give you distortion free results.

Creating a Scene

Using the methods above, a scene can span across multiple physical screens using the same workflow as creating a single screen scene.
If the screens are on different computers, a Clustering Setup must be used.

Presenting your project

Once the scene has been created, it must be exported as a Presentation.

Projects can greatly vary between its simplicity and its complexity; Some projects are more difficult to setup for Deploying Presentation File (.vpr). If you need more help please see Deployment page.

See also:
  • Deployment
  • Movie layer
  • 2D Layer
  • 3D Workflow
  • URL node
  • Clustering
  • Warping and Shaping

« Previous:
» Index «
Next: »
Copyright 2025 Ventuz Technology