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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
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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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How to Use Head Mounted Displays

Multi GPU and Cluster Limitation:
Severe Limitations:
Limited Use:

Table of Contents

  1. Introduction
  2. Requirements
    1. Minimum Requirements Oculus Rift
    2. Minimum Requirements Samsung Odyssey VR
    3. Minimum Requirements HTC-Vive
    4. Supported Hardware
  3. Setup
    1. Ventuz Configuration
      1. Device Configuration
  4. VR related Nodes
    1. VR/AR Nodes
  5. Camera Properties with VR
    1. Create a simple VR Experience
    2. Use Controllers for Interaction
    3. Change the Controllers appearance
  6. Using VR with a Previs scene
  7. Conclusion
  8. Limitations

This How To describes and goes through the steps to the HTC-Vive, Oculus Quest, and/or Oculus Rift working with Ventuz.

IntroductionMGPU: , Cluster:

Ventuz has built-in support for Head Mounted Displays (HMD), including the ​HTC-Vive, ​Oculus Quest and ​Oculus Rift. VR controllers can also be used to interact with Ventuz scenes using the standard Ventuz Touch Nodes.

Requirements

The minimum System Requirements for Ventuz must be met.

  • Ventuz 5.2.00 or later, check the latest version ​here

Ventuz uses OpenVR managed on each machine by Steam.

  • Steam and SteamVR can be ​Downloaded here

Depending on which HMD being used, additional software may be needed from the manufacturer of the HMD.

  • Oculus Rift or Oculus Quest, the related Software must be installed. Check ​here

Minimum Requirements Oculus Rift

GPU NVidia GTX 970 / AMD R9 290 or higher
CPU Intel i5-4590 or higher
RAM 8GB +
Video Output Compatible HDMI 1.3
USB Ports 3x USB 3.0 1x USB 2.0
OS Windows 10 64bit


Minimum Requirements Samsung Odyssey VR

Windows Mixed Reality (60fps) Windows Mixed Reality Ultra (90fps)
GPU Intel HD Graphics 620 or greater GPU with DX12 support NVidia GTX 1050/AMD RX 460 or greater
CPU Intel Core i5 (7th generation), Intel Hyper-Threading, AVX Intel Core i5 (6th generation) or 4 or more cores, AVX
RAM 8GB+ DDR3
Video Output 1x Compatible HDMI 1.4 or Displayport 1.2
USB Ports 1x USB 3.0 and Bluetooth or 2x USB
OS Windows 10


Minimum Requirements HTC-Vive

GPU NVidia GTX 1060 / AMD RX 480 or higher
CPU Intel i5-4590 or higher
RAM 4GB +
Video Output Compatible HDMI 1.4 or Displayport 1.2
USB Ports 1x USB 2.0
OS Windows 7 SP1 64bit


Requirements are taken from the Official Sites of the HMD manufacturers, please check them regularly for any changes.

It is possible to test whether or not a machine is likely to support VR using different benchmark tools.

Supported Hardware

Occulus Rift and Rift S

Occulus Quest 1

HTC Vive

Valve Index

Setup

To be able to use Ventuz with any of the HMD, the HMD software must be installed and configured in their application before configuring them in Ventuz. All of the HMDs need Steam VR installed as Ventuz uses the OpenVR SDK to work.

  • For the HTC-Vive the Room Setup must be run at least once.
  • For the Samsung Odyssey Steam, Steam VR and Windows Mixed Reality for Steam VR must be installed and running.
  • For the Oculus Rift or Quest, the Oculus app needs to be installed and running.

Ventuz Configuration

Device Configuration

After the necessary steps have been followed above:

  1. Open the Ventuz Configuration Editor.
  2. Create a new Device configuration by  clicking the + New Button.
  3. Name the new Configuration and click Create.


  1.  Drag&Drop the OpenVR into the Video Outputs Field of the window.



  1. Save the configuration and activate it.
  2. Start Ventuz Designer and load a Project and Scene.
  3. Press shift +  F8 to open the Stage Editor.
  4.  Click Enable Physical Outputs to enabled it.


VR related Nodes

Several Nodes are available for use in the VR-Experience. All VR related nodes can be found in the Toolbox in the category VR/AR.

VR/AR Nodes

Tracked Device This node can be configured to provide tracking information for connected HMD's, Controller and References
Tracked HMD This node provides the tracking information of a connected Head Mounted Display
Tracked Vive This node provides the tracking information and button presses of a connected ​HTC Vive Controller or ​Samsung Odyssey Controller
Tracked Oculus This node provides the tracking information and button presses of a connected ​Oculus Touch Controller
Tracked Reference This node provides the tracking information for all reference elements i.e ​HTC Vive Light Houses
Draw Tracked Device This node can be configured to provide the meshes for connected HMD's, Controller and References
Draw HMD This node provides the meshes of the connected Head Mounted Display
Draw Vive This node provides the meshes of the connected ​Oculus Touch Controller
Draw Oculus This node provides the meshes of the connected ​HTC Vive Controller
Draw Odyssey Controller This node provides the meshes of the connected ​Samsung Odyssey Controller
Draw Reference This node provides the meshes of the connected references i.e ​HTC Vive Light Houses
Draw Touch Ray This node draws the ray of the referenced controller regarding its Touch Method.

Camera Properties with VR

By default, Ventuz uses the HMD's tracking information. The default Camera in Ventuz will react to the HMD's movement and orientation automatically.

The Camera Node can be used to adjust settings such as Near and Far planes, to relocate the user in 3D Space or to set different offsets as required.

To use a Camera Node for VR:

Create a simple VR Experience

  1. In Ventuz Designer, in the top Menu Bar,  click Scene
  2.  Click New Scene
  3.  Click New Simple Scene (With the rotating "V")
  4. Create a Camera Node in the Hierarchy Editor panel.
  5. Select the Camera in the Hierarchy Editor panel.
  6. In the Properties Panel switch the Projection and View by selecting Tracked in the drop down menu.



From here, the Camera properties can be adjusted for the VR-Camera. The camera position is directly in the center of the scene inside of the rotating "V". The Offset of the Camera must be set for the HMD to correctly view the scene.

  1. Select the Camera and in the Properties Panel
  2.  Click the + and select Offset.
  3. Change these position values to relocate the HMD in 3D space until the desired position is set.
  4. Type in [X,Y,Z] Values and the rotating "V" should appear in front of the User.
    • If it is directly in front of the user, just look around, the camera should be linked to the tracking of the HMD.

If an Axis Node is used in front of your 3D Scene, Specular Reflections, Cubemaps, and so on, would look incorrect.

Use Controllers for Interaction

The HTC Vive and Oculus Touch supports controllers that can use the basic Ventuz Interaction Nodes to create immersive interaction in a VR Scene.

With VR Systems other than the HTC Vive or Oculus with Touch, the interaction will need to created using a Joystick Node.

In this example, the HTC VIVE controllers are used, the same can be achieved with the Oculus and the Oculus Touch controllers.
In order to add interaction in a Scene, the controllers are needed inside of the Scene.

  1. Add a Tracked Vive Controller Node to the Hierarchy.
    • One Controller should be visible in the HMD when the Controller is held in front of the User.
  2. In order to add the second controller, a second Tracked Vive Controller Node and change its Id property to 1.

If your second controller isnt working then you probably forgot to set the ID. The left Controller is usually ID 0 and the right ID 1

By changing the Touch properties, the Touch Behavior of the controller can be changed, including the Method of the Interaction, Trigger Button, length of the Touch Ray, or the Gravity that is affecting the Parabolic Touch Ray.

To interact with objects, an Object Based Interaction Node placed in front of the desired objects in your Hierarchy such as a Touch Button or Touch Transformation Node.

Stationary Virtual Reality may not be desired or interesting.
To enable a User to move around the 3D Ventuz Scene, the Touch Teleport Node is used.

  • Place the Touch Teleport Node in front of objects that should function as a walkable ground.
  • Whenever a single tap event is triggered on an object behind the Touch Teleport, the camera will be moved to that position immediately.
  • Other Interaction Nodes like the Touch Paint or the Web Browser Nodes will work in Virtual Reality as long as the Screen Aligned property is disabled.

Change the Controllers appearance

The appearance of the controllers can be changed. The Tracked Vive Controller Node draws the whole Controller and can be affected by a Material to apply textures or color the controller.

The Draw Vive Controller Node enables more finite control of the drawn controller by changing the controller mesh or by editing the existing controller mesh.
Place the Draw Vive Controller Node behind the Tracked Vive Controller Node

A Draw Touch Ray Node draws a Ray from the controller(s).
Use the same Id as the desired controller.
A Material can be placed in front of this node to customize its appearance.

Using VR with a Previs scene

When using a HMD in conjunction with a Previsualization Scene, there are some required changes to the configuration of Ventuz.

A Render Setup is needed to map the Previs to an output, otherwise the engine will not render to a HMD.

  1. Import the Previs scene into the Render Setup Editor.
  2. Open the Mapping Mode
  3. Assign the screen called "Previs" to an output
  4. Save and activate the Render configuration.

If the correct Device and Render configuration are loaded, the Previs scene should be displayed on the HMD.

Displaying content on the HMD can be achieved without a Render Setup; however, this leaves you with less control over your outputs. Ensure there is a Camera inside of your previs scene that is set to 'Tracked!'

If the Previs screens aren't rendered in the HMD, it's possible that there isn't a camera looking in the direction of the content, or the HMD could be 'inside' of the object(s) in your scene.

When using VR, Ventuz assigns the Default Camera to the HMD, this is also the Camera used inside of the Previs scene. In order to see anything on the Previs screens ensure there is a camera inside of the Previs Content layer as laid out in the steps above.

Conclusion

It is essential that the camera is correctly setup inside of Ventuz to use a Head Mounted Display.
To relocate the User, modify the offset of the camera using a Tracked Camera. If an Axis Node is used, undesired visual issues will occur.
Setting up a Head Mounted Display with a Professional Graphics Card can be challenging. This process will require some "Trial and Error" as the Adapter configuration may work on one machine but not another. A Gaming Graphics Card may be the best way to use a Head Mounted Display.

Limitations

Using VR with multiple GPU'S will not work correctly in Runtime, inside of a Cluster Setup, or with multiple GPUs. These kind of setups should be avoided.
Because of the way that Head Mounted Displays are used, it is not possible to synchronize HMDs across multiple GPUs, or multiple Machines in a Cluster.

See also:
  • Ventuz Help Start Page
  • Introduction to Realtime Rendering
  • Previsualization Scene
  • Getting Started
  • Ventuz User Interface
  • Nodes and Bindings
  • ​Oculus Quest Homepage
  • ​HTC-Vive Homepage

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