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Ventuz Introduction

  • Introduction
  • Getting Started
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Quick Guides

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General

  • Index
  • What's New
  • Ventuz System Requirements
  • Configuration Editor
  • Device Configuration
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  • 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
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  • Designer Options
  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D Workflow
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  • PBR Workflow
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  • 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
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  • Find and Replace
  • Toolbox
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  • Scene Tree
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  • Container Outline
  • Watches Editor
  • 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
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  • Working with Nodes
  • Isolated Objects
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  • Geometry Import
  • Color Management and HDR Workflow
  • Display Images and Movies
  • Particle System
  • Creating Realistic Reflections
  • Unreal Integration
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  • 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
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  • 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
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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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  • Summary Shortcuts
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  • Content Editor Shortcuts
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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
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  • 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
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  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
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  • 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
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PREVISUALIZATION
  • Introduction to Previs
  • Previs Screen
  • Previs Canvas
  • Compositon List
  • Rendersetup Objects
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  • Previs Screen Render Options
RENDER OPTIONS
  • Alpha Blending
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  • Clip Plane
  • Filter
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  • 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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Stencil

Stencil Set This node sets a stencil mask to the stencil buffer.
Stencil Test This node tests the stencil mask and renders only those areas where a specified stencil value is set.
Stencil Clear This node clears the whole stencil buffer.
Stencil Advanced This node provides advanced and customizable stencil mask and test functionalities.

The Stencil Buffer is similar to the Z-Buffer in that it stores an additional value for each pixel in the render output. It is usually applied to mask certain areas of the output and restrict subsequent drawing to that area.

Set & Test

The easiest way to use the Stencil Buffer is via the Stencil Set and Stencil Test nodes. They represent the Stencil Buffer as eight independent layers where each pixel on each layer can store a true/false information.

The Stencil Set node is used to create a mask. All nodes below the Stencil Set will not be rendered to the output image but to the Stencil Buffer. Each pixel that would usually be assigned a color by the contents in the subtree of the Stencil Set node instead sets its corresponding Stencil Buffer value to true for all Layer Input Properties checked in the Stencil Set node.

Its counterpart is the Stencil Test node. All nodes below this node will perform an additional test against the Stencil Buffer to decide if they are allowed to change the pixel color. If the stencil value on any of the layers activated via the Layer input properties is true, the pixel fragment will be dropped and neither the color nor Z-Buffer information will be updated. By activating the Inverse property, rendering will instead be restricted to those pixels where the stencil value on at least one of the activated layers is true.

The Stencil Buffer is only valid for the current 3D Layer. Meaning that Stencils Set in a 3D Layer can not be used in another 3D Layer. But also that each 3D Layer can have up to eight stencil layers.

Clear

If you run out of stencil layers, you can clear the stencil buffer.

You can use the clear value to initialize layers as already set, which can be useful with the advanced stencil options. The layers 1 to 8 are represented by bits 0 to 7. The clear-value of 17 would set layer 1 (1) and layer 5 (16)

Advanced

The functionality implemented by the Stencil Set and Stencil Test nodes is a simplified abstraction of the full Stencil Buffer functionality which should cover the majority of situations. Extended, low-level functionality can be accessed via the Stencil Advanced node.

Two of these Nodes have to be used to gain a stencil effect. One Node works as the mask writer and the second as the mask reader.

Read

When an object is rendered, the graphics card first performs a stencil test between the Reference property value and the stencil value stored in the Stencil Buffer to see if the fragment has to be rejected. A bitwise AND operation is applied to both values before performing the compare operation.

(reference & mask) ComparisonOperation (buffer_value & mask)

The Function property specifies what type of comparison should be performed:

  • Inherit: The comparison function is inherited from a superior Advanced Stencil Node. If there is none, the comparison function is set to Always which is the default value.
  • Always: The stencil test passes always.
  • GreaterEqual: The test passes if the reference value is greater than or equal to the value in the Stencil Buffer.
  • NotEqual: The test passes if the reference value is not equal to the buffer value.
  • Greater: The test passes if the reference value is greater than the value in the buffer.
  • LessEqual: The test passes if the reference value is less than or equal to the value in the buffer.
  • Equal: The test passes if the reference value is equal to the buffer value.
  • Less: The test passes if the reference value is less than the value in the buffer.
  • Never: The stencil test never passes.

Write

There are three possible outcomes of the test: Either the fragment passes, the fragment fails or the fragment has already been rejected by the Z-Buffer test and therefore never had a chance to perform the stencil test. For each of these three cases, an operation that is to be performed on the Stencil Buffer value can be set:

  • Inherit: The setting is inherited from a superior Advanced Stencil Node. If there is none the operation is set to Keep, which is the default value.
  • Zero: The Stencil Buffer value is set to zero.
  • Decrement: The stencil buffer value is decremented. If the new value is less than zero, it is wrapped to the maximum value.
  • Increment: The stencil buffer value is incremented. If the new value exceeds the maximum value, it is wrapped down to zero.
  • Invert: The buffer value is inverted.
  • DecrementSaturation: The stencil buffer value is decremented. If the new value is less than zero, it is clamped to zero.
  • IncrementSaturation: The stencil buffer value is incremented. If the new value exceeds the maximum value, it is clamped to the maximum value.
  • Keep: The old buffer value is kept.
  • Replace: The buffer value is replaced by the reference value.

The result of the above operation is masked by the WriteMask property. Every bit that is 1 in the WriteMask is taken from the operation result, every bit that is 0 is taken from the old stencil buffer value.

new_buffer_value = (old_buffer_value & ~StencilWriteMask)
                 | (WriteMask & StencilOperation(old_buffer_value))

Two-Sided

The properties in the CCW (counter-clockwise) category correspond to the ones in the Operation category. These settings only affect the back-faces of geometries if the TwoSided property is enabled.

See also:
  • ​MSDN: Stencil Buffer Techniques

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