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Ventuz Introduction

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Quick Guides

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General

  • Index
  • What's New
  • Ventuz System Requirements
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  • Render Setup Editor
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Live Runtime Control
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  • 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
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Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
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  • Working with Nodes
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  • Best Practices
  • Reading Data in Ventuz
  • Display Images and Movies
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  • 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
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User Interface
  • Designer User Interface Index
  • Designer Interface
  • Renderer Window
  • Layer Editor
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  • Property Groups
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  • Find and Replace
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  • Container Outline
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  • Scene Control Window
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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
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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
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  • VR Nodes
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  • 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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Sky Box

Table of Contents

  1. Sky Box
  2. Filtered Texture Loader
  3. Environment Long/Lat Loader
    1. Irradiance Texture
    2. Specular Texture
    3. Sky Box Texture
  4. PBR Sky Box

Sky Box Simulates an environment and is able to light the scene using an image.
PBR Sky Box Simulates physically based lighting using a HDRI texture.

Sky Box

Image-based lighting is a fantastic technique for utilizing High Dynamic Range images to create realistic and complex lighting. Apart from enabling image based lighting and reflections, the Sky Box Node also allows you to render a cubic environment.

Filtered Texture Loader

With the Filtered Texture Loader, it easy to use HDRi textures. While the Environment Longitude and Latitude loader gives you more control over single parameters. Use the Texture Type if Ventuz didn't automatically set the texture to cubemap, cross, or lat-long texture types. The Hint property changes the color range for the gamma or alpha.

Change the resolution of the final texture with the Specular Cubemap Size property.

Limit Dynamic Range: Limit bright spots to prevent them from dominating the image. Use 0.0 to disable.

Environment Long/Lat Loader

You can add up to three Textures to the SkyBox Node. Each of them has to be a Cubemap meeting the corresponding requirements of their usage. They usually are created outside of Ventuz using suitable software.

Ventuz is capable of interpreting several Cubemap layouts. Usually it is able to automatically distinguish between them.

The Longitude-Latitude Cubemap saves the information of your environment based on polar coordinates. This results in a map that has a lot of information on the top and bottom of the mapped sphere and the least information on the equatorial line.

Horizontal and Vertical Crosses save the information of your environment based on an unfolded cube. This layout is the most common because it is very easy to create manually due to its seamlessness. The Vertical Cross layout is used by ATI tools.

Horizontal Strips save the information of your environment into a simple strip. This layout's sections have seams and therefore do not influence each other in MipMap calculation which may lead to noticeable artifacts. Horizontal Crosses are created by nVidia tools, like the nVidia DDS Exporter Plugin for Photoshop.

Irradiance Texture

Irradiance simulates how the environment lights the scene. It controls the amount, color and quality of light by mapping the information from the environment into the defined channel in the material of the affected objects. Usually an irradiance texture is not bigger than 128px per section and has no MipMaps.

The Mapping Property Group changes how the texture is mapped in the environment and thus on to the objects it affects.

Simple EnvMap uses the corresponding mapping with the default settings and EnvMap displays all the properties to be adjusted.

Color defines which Channel of the Materials of the affected objects the Color Channel of the Texture should be applied to, which operation to use and whether or not to use a mask. Alpha does the same for the texture's Alpha Channel. Amount defines how much the Texture affects the Material Shading. See the Material Node for more information on this topic.

LodBias adjusts the start MipMap step - you should usually set this value to -16 to disable MipMaps completely since that would only create artifacts.

LimitDynamicRange creates a cap for all channels values. When a Texture Pixel has a higher value it will be capped at this value. 0 means that there is no limit.

Exposure applies the exposure values of the affected objects independently from those of the HDR 3D Layer's Exposure.

Specular Texture

The Specular Texture affects reflections on the target objects, taking their roughness into consideration. The rougher an object is the more vague, or blurred, is the reflection.

Most of the properties work the same as with the Irradiance Texture. PrefilterMethod, Log2UserScale, Log2MipOffset and DefaultMinRoughness should have the same settings as the software the where the Texture was calculated. The PrefilterMethod defines an equation about how to sample between the different Levels of Detail in your Specular Texture. The you have to know which PrefilterMethod was used when the Texture was exported. When using Log2Power you need to know the set User Scale and the Mip Map Offset and set the Log2UserScale and Log2MipOffset properties accordingly. When using the Default method you has to define the set Minimum Roughness.

Roughness is simulated by using higher MipMap steps. LodBias defines at which step to start on a spot with no roughness at all. The rougher the Material gets, the higher the used MipMap. Normally when using Default prefilter method you set this value to a negative value, otherwise you leave it set to 0.

Sky Box Texture

If you want to use a simple Sky Cubemap that does not affect the objects' materials you can use the Sky Box Texture Group. Here you can insert a third texture that is then rendered in the background - on a sphere always aligned to the camera.

The Rotate property in the SkyBox Category rotates the Sky around the world's Y-Axis, affecting all used textures.

RotateOffsetSky is an additional rotation that is only applied to the sky box texture.

DrawSky flag sets whether the background image (i.e. the environment map) is visible in the renderer.

If you want to draw the Specular Texture as a Skybox instead of a dedicated one you can set the DrawSky boolean in the SkyBox Category to true. This will then draw the Specular Texture to the SkyBox.

PBR Sky Box

With the PBR SkyBox it is possible to use a single HDRi texture to light your scene in a realistic way. Ventuz will be prefiltering for the irradiance and specular when loading your texture.

The biggest difference is that the PBR Sky box uses only one texture while the Sky box node still needs two. Both texture loader are by default using a filtered one. For the PBR Sky box node this can not be changed because Ventuz will handle the pre-filtering, while on the Sky box node the Environment Long/Lat Loader is still available.

Use the Texture Type if Ventuz doesn't determine the texture should change the setting to cubemap, cross, or latlong texture types.

Hint changes the color range for the gamma or alpha. Change the resolution of the final texture with the Specular Cubemap Size property.

Limit Dynamic Range: Limit bright spots to prevent them from dominating the image. 0.0 to disable.

Changing the Limits of the Dynamic range will impact performance as the texture is calculated anew!

Enable or disable the lighting effect on geometry with Lighting Enable. Or change the exposure by adjusting the Lighting Exposure value. The whole rendering of the Sky Box texture rendering can be disabled by un-checking Sky Box Enable. The general brightness of the Sky Box can be adjusted by using the Sky Box Exposure property. The whole image can also be rotated. Use the Rotate Value for this.

See also:
  • Material Node
  • ​Wikipedia: High Dynamic Range
  • ​PBR Tutorials on Marmoset Toolbag
  • ​KNALD Technology - LYS
  • ​nVidia .dds texture tools
  • ​modified ATI Cubemap Generator

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