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
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Nodes

This Node overview contains a full list of all Ventuz Nodes.

Table of Contents

  1. Animation
  2. Color/Material
  3. Data
  4. E2E Nodes
  5. Geometry
  6. Interaction
  7. IO
  8. Layers
  9. Light
  10. Logic
  11. Previsualization
  12. Render Options
  13. Slides
  14. Sound
  15. Text
  16. Texture
  17. VR/AR
  18. World

Animation

KeyframeAnimation This node contains the animation curves and the animation logic for all bound properties.
Animation Group Groups different Keyframe Animations to be concurrent in the Template Engine.
Simple Control This node offers the complete animation between the very first and the last keyframe in a timeline as a progress value ranging from 0% to 100%
Timeline Control This node offers a functionality similar to Simple Control, but it manages the animation on a time base.
Mover This is a multi-purpose node for generating values within a specific range.
Alternator This node alternates values by true or false. The duration of each state can be specified.
AnimationRig This node provides animations for a mesh, and can be used to load .vzrig files and mix their included animations for the skeletal meshes

Color/Material

Alpha This node controls the transparency of rendered objects.
Color Solid This node sets the object color without any lighting influence. This results in a flat, light independent shading.
Color Inherits the Lighting Model and applies a color.
Color Picker Samples pixels on a given texture and Outputs their color.
Material This node controls the lighting, texturing and shading of an object. It provides shading, layering, blending and masking tools to combine various elements, techniques and styles.
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.
RGBA to Color This node sets the values for Red, Green, Blue and Alpha independently and outputs a Color property.
Color to RGBA This node splits a Color property into its RGBA components.
HSLA to Color This node sets the values for Hue, Saturation, Luminance and Alpha independently and outputs a Color property.
Color Transformer This node offsets the values for Hue, Saturation, Luminance and Alpha independently and outputs a Color property.
Color Transformer (Linear) This node allows to modify the values for Exposure, Hue, Saturation, Lift, Alpha and outputs a new Color property.
RGBA to Color Uses float values as input and converts it to a Color property.
Color to RGBA Converts the Color input property to float RGBA output values.
HSLA to Color Uses the OKLCH Color space with three available values for Lightness, Hue and Chroma and converts it to RBG values.
Color Transformer Mixes two input color values to a resulting output color.
Fog This node blends the color of objects with a chosen fog color based on the depth of objects in a scene.
Ground Fog This node blends the color of objects with a chosen fog color based on the depth of objects in a scene and behind a defined plane in space.
HLSL Shader A customizable HLSL shader implementation.
Substance Material Loads Substance Designer Materials in .sbsar format.

Data

JSON Parser This node takes a JSON string and provides its content for further processing.
XML File This node loads an XML file and provides its content for further processing.
XML Text This node converts a text string in an XML document and provides it for further processing.
XSLT This node transforms XML documents into other XML or 'human-readable' documents.
XPATH Expression This node provides access to the data of XML files.
Excel Workbook This node provides access to the Microsoft Excel files.
Excel Cell(Row, Column) This node reads Excel cell data specified by a row and column index.
Excel Cell(Name) This node reads Excel cell data specified by the cell name.
Excel Range Array This node reads a range of cells containing numbers and provides them as a float array.
Excel Custom Range This node reads a range of cells and fills a user defined data structure.
RSS/RDF News Feed This node provides access to RSS or RDF News feeds on the Internet.
ResourceLinker This node links project resources to the current scene. It makes sure that these resources are included in a Presentation/Archive export.
TextFile This node provides access to the content of a text file.
Database This node provides bi-directional communication with ODBC, MSSQL, OleDB, Oracle or MySQL databases within a scene.
Query This node provides a database query command.
NonQuery This node provides a database non-query command.
Row This node provides a database row access.
ColConcat This node provides a database column concatenation functionality.
Scalar This node provides a scaler database command.

E2E Nodes

E2E Axis Input Receives a transformation matrix from the connected external engine and applies it to the Ventuz world matrix.
E2E Axis Output Reads the current Ventuz world matrix and sends it to the connected external engine.
E2E Control Watches and controls an E2E connection to another render engine (e.g. Unreal Engine).
E2E Data Input Receives custom ancillary data from an existing E2E connection to an external engine.
E2E Data Output Sends custom ancillary data to an existing E2E connection to an external engine.
E2E Provider Establishes a connection to an external engine, starts it and passes the connection reference to any node that needs it.
E2E Layer Receives the color buffer and depth buffer from an external engine and composites Ventuz 3D Objects into them synchronously.

Geometry

LineChart A line chart geometry automatically generated based on the Values input property.
AreaChart An area chart geometry automatically generated based on the Values input property.
Circle This node provides a circle (and ring) geometry.
Cone This node provides a conical geometry.
Cube This node provides a (beveled) cube geometry.
Cylinder This node provides a cylinder (and tube) geometry.
Torus This node provides a torus geometry.
Sphere This node provides a spherical geometry.
Rectangle A flat, rectangle shaped mesh primitive. By far the most frequently used geometry in a typical Ventuz scene.
Rounded Rectangle Similar to Rectangle but each corner individually can be made either rounded or sharp.
Gradient Rectangle Similar to Rectangle but can be assigned two color values to create a resolution independent gradient.
Volume This node manipulates or overrides the bounding box information of geometries.
Get Bounding Box This node provides bounding box information for the subordinated hierarchy tree
Geometry Renderer Renders a given Geometry Resource.
Mesh Loader Loads geometry which has been imported in Ventuz and is stored in the Project folder.
Geometry Import Allows importing many 3D content in industry standard formats like Collada, FBX, 3DS, OBJ, etc..
Geometry Import Live Creates Live Link with Maxon Cinema 4D, every changes made in Cinema 4D scene are updated live in Ventuz Scene
RandomPoints This node provides random point clouds of different shapes.
Particle System The Particle System Nodes can be used to render a complex simulation of particles in the Ventuz Scene
Arrow The Arrow Nodes are able to render extruded lines in the scene.
Path Takes a path and renders it on screen.

Interaction

TouchButton A simple interaction node for just registering touches.
TouchExcluder Special interaction node to exclude subtrees from the intersection testing used to decide which interaction should be activated by a touch.
Touch Translation Single touch gesture to translate an axis.
Touch Rotation Single touch gesture to rotate around an axis.
Touch Orbit Single touch gesture to rotate around multiple axis at the same time.
Touch Transformation Two-touch gesture to translate, rotate and scale at the same time.
Touch Transformation 3D Two-touch gesture to translate, rotate and scale at the same time - especially build for use in VR.
Touch Pattern Detects abstract patterns of movements like swipes or circular motions.
Touch Paint Paint on the screen or an object using touch.
Touch Proxy Used to isolate geometry that is only used as a touch target but are not visible to the user.
Touch Ripples Ripples are used to visualize touch positions regardless of the gestures a touch might trigger.
Touch Marker Receiver for unique marker objects such as fiducial, bar-coded objects, and so on.
Touch Teleport Teleports the Camera's origin to the Position of the affected object.
3D Touch Simulator Simulate a 3D Touch device to interact with Interaction Nodes.
Web Browser An interactive Internet browser that can be used to render HTML or browse the web.
Interaction Rectangle Rectangular geometry collecting and sending interaction events via UDP or ANC channel

IO

Timecode Converter This node converts e.g. MIDI timecode to a common timecode format and provides its components.
Timecode Event This node receives timecode and fires events at user-defined points in time.
Timecode OSC Receives OSC embedded timecode.
Timecode LTC LineIn Receives LTC timecode.
Timecode MIDI Receives Midi Time Code (MTC).
OSC Output Sends simple data via the OSC protocol.
OSC Input Receives simple data via the OSC protocol.
Windows Key This node informs about keystrokes while the focus is on the renderer window.
DirectInput Key This node informs about every keystroke done on the keyboard.
Textfield Input Concatenates keyboard input received by the renderer window to a single string.
IME Textfield Input Concatenates IME (Input Method Editor) keyboard compositions received by the renderer window to a single string. (far-east languages)
Joystick This node provides information about the state of an installed joystick or gamepad.
Channel Aftertouch Receives or sends Channel Aftertouch Midi commands.
Program Change Receives or sends Program Change Midi commands.
Polyphonic Aftertouch Receives or sends Polyphonic Aftertouch Midi commands
Control Change Receives or sends Control Change Midi commands.
Note On/Off Receives or sends Note On/Off Midi commands.
Raw Message Receives the Raw Midi command.
Windows Mouse Provides absolute pixel coordinates of the cursor if the mouse is in the renderer window.
DirectInput Mouse Provides relative mouse movement information for any mouse activity.
TCP Client Sends messages via the TCP protocol.
Serial Text Provides functionality for the communication via the Serial Port.
GPI Gets the state of a GPIO Board's input pin of the given Index.
DMX In Receives DMX data.
DMX Out Sends DMX data.
DMX Trigger Receives Art-Net Trigger Events.
DMX from Texture Sends color data coming from a texture to DMX.
Pan Tilt Helps to map pan and tilt parameters to the according DMX out channels.
HTTP Sends ​HTTP requests to a given URI and returns the provided response.

Layers

Layer Group The Layer Group encapsulates some layers together, that can later be treated as a whole.
Layer Switch The Layer Switch encapsulates some layers together with Properties to control which one is displayed in the final result.
Color Layer The Color 2D Layer creates a 2D layer that is completely filled with a constant Color - often called a Solid Layer in other software packages.
Gradient Layer The Gradient 2D Layer creates a 2D layer that is completely filled with a Gradient or Ramp - often called a Solid Layer in other software packages.
Image Layer The Image 2D Layer creates a 2D layer that is completely filled with an Image - often called a Standard 2D Layer in other software packages.
SVG File Layer The SVG File Layer creates a 2D layer that is completely filled with a SVG drawing.
SVG Text Layer The SVG Text Layer creates a 2D layer that is completely filled with a SVG drawing coming in as XML text.
Movie Clip Layer The Movie Clip 2D Layer creates a 2D layer that is completely filled with a Video Clip - often called a Standard 2D Layer in other software packages.
Movie Frame Layer The Movie Frame 2D Layer creates a 2D layer that is completely filled with an Image Frame from a Video Clip - often called a Standard 2D Layer in other software packages.
Movie Stream Layer The Movie Stream 2D Layer creates a 2D layer that is completely filled with a Streaming Video Clip.
Live Video Layer The Live Video 2D Layer creates a 2D layer that is completely filled with a Live Video signal coming from any of the supported Video input methods.
Texture Layer The Texture Property 2D Layer is very similar to Texture Loader Layer above, but it creates an empty texture Property node in the Content Editor - not connected to any particular type of texture.
Spout Receiver The Spout Receiver 2D Layer creates a 2D layer that receives a RGBA texture via ​SPOUT
3D Layer This is a standard 3D Layer using either Standard or HDRI render Engine.
3D Layer Reference This Layer Renders another 3D Layer a second time, but with the possibility to use another Layout, Camera, IPP Effects, Mask etc.
E2E Layer Receives the color buffer and depth buffer from an external engine and composites Ventuz 3D Objects into them synchronously.
Scene Layer The Scene Layer loads a Ventuz Scene and treats it as any other Ventuz Layer.
Template Layer Template Layers create a layer that is used to access the Template Engine from within the scene logic.
Photoshop Import Loads a complete PSD File, including individual Photoshop layers and properties.
Composition Composition Layers are used to define rendering areas.
Layer Mixer Mix Layers between A/B.

Light

Directional Directional light source.
Point Point light source.
Spot Spot light source.
Lighting Group Defines a group of light sources.
PBR Directional Directional PBR light source.
PBR Point Point PBR light source.
PBR Spot Spot PBR light source.
PBR Ambient Ambient PBR light source.

Logic

String This node provides a constant string value.
Boolean This node provides a constant boolean value.
Int This node provides a constant integer value.
Float This node provides a constant 32 bit floating point value.
Double This node provides a constant 64 bit floating point value.
Array This node provides a constant array of a range of types.
Color Value This node provides a constant color value.
Event This node triggers events.
Event Filter This node filters incoming events by their arguments.
Event Dispatcher Assign an incoming value to an output specified by the index of that output.
Value Switch Dispatch an incoming event to an output specified by output-index. The index can optionally be carried by the incoming event.
Multi Switch This node passes one of a number of input values to the output. All input values have to be of same type.
Value Dispatcher This node processes multiple inputs and passes the result to the output. One can handle multiple input groups with a single index.
URL This node creates a Ventuz or File URI which is needed to specify the location of resources.
Toggle This node toggles between the two output states True and False.
Timer This node provides a stopwatch functionality.
DateTime Provides the local Date and Time split into its components.
Value Buffer This node buffers values until they are needed for further processing.
SystemID This node provides different information about the Ventuz Scene, Project, Configuration and helps to identify machines in a Ventuz Cluster.
Render Setup Relation This Node provides information about the relation between a screen, composition, canvas, output or machine inside a Render Setup.
Log Prints user generated messages to the Performance Statistics.
String Splitter This node splits a text string into text fragments which can be accessed by their inde
String Casing This node sets all input text characters to either upper or lower case letters.
String Replace This node searches and replaces a substring within a text string.
String Search This node searches a substring within a text string.
String Trim This node removes characters from the start and/or end of a text string.
String Length This node provides the number of characters in a text string.
C# Script A content node that can host a piece of C# source code in order to extend Ventuz with custom functionality.
VB.net Script A content node that can host a piece of Visual Basic source code in order to extend Ventuz with custom functionality.
SceneEvent This node triggers an event on scene activation.
Identity Matrix This node creates an identity matrix.
Zero Matrix This node creates a matrix containing only zeros.
Matrix View This node creates a View Matrix from user friendly inputs. Best used with the Camera Node.
Matrix Projection This node creates a Projection Matrix from user friendly inputs. Best used with the Camera Node.
Manual Matrix This node provides a matrix where every element can be set manually.
Transformation Matrix This node provides a matrix to transform along the X, Y and Z axis, combining the Rotation, Scaling and Translation in a single Node.
Matrix Switch This node switches between one of eight input matrices and passes it to the output.
Matrix Morph This node interpolates linearly between two input matrices.
Matrix Operation This node multiplies, divides, add or subtracts two or more 4x4 matrices.
Vector Transform This node transforms a vector (X,Y,Z,W) by a 4x4 matrix and optionally de-homogenizes the result.
Linear This node interpolates linearly between a start and target value.
Decay This node interpolates linearly between a start and target value. In contrast to Linear the gradients for increase and decrease can be set individually.
Damper This node interpolates between a start and target value with ease-in and ease-out.
Oscillator This node oscillates around a target value, beginning at a start value.
Ease This node interpolates between a start and target by using common easing functions.
Ease Morph This node blends a Begin and Target value according to a specified easing function based on the Morph value.
Clipping This node clips and maps a range of values to another value range.
Delay This node transfers values from input to output with a customizable delay.
Array Ease This node interpolates each index of an array between a start and target by using common easing functions.
Array Ease Morph This node blends each index of an array between a Begin and Target value according to a specified easing function based on the Morph value.
Loop Breaker Breaks circular binding dependencies for the cost of one frame delay.
Invert Inverts a value arithmetically or logically.
Float Expression Provides the possibility to write logical C# expressions with a Float as resulting output value.
Double Expression Provides the possibility to write logical C# expressions with a Double as resulting output value.
Int Expression Provides the possibility to write logical C# expressions with an Int as resulting output value.
String Expression Provides the possibility to write logical C# expressions with a String as resulting output value.
Boolean Expression Provides the possibility to write logical C# expressions with a Boolean as resulting output value. Additional it provides True and False Event outputs.
Date Time Expression Provides the possibility to write logical C# expressions with Date Time as resulting output value.
Float Array Expression Provides the possibility to write logical C# expressions with a Float array as resulting output value.
Double Array Expression Provides the possibility to write logical C# expressions with a Double array as resulting output value.
Int Array Expression Provides the possibility to write logical C# expressions with an Int array as resulting output value.
String Array Expression Provides the possibility to write logical C# expressions with a String array as resulting output value.
Boolean Array Expression Provides the possibility to write logical C# expressions with a Boolean array as resulting output value. Additional it provides True and False Event outputs.
Byte Array Expression Provides the possibility to write logical C# expressions with a Byte array as resulting output value.
Dynamic Expression Provides the possibility to write logical C# expressions with the ability to manual define in and output values.
Enumeration Enumerates words from a custom list and provides their indices.
Directory Searches a specified directory and provides files, matching a specific search-pattern.
Counter Provides integer values on demand or automatically in a customizable range.
Convert to Text Converts and formats input values of different types to a text string.
Float Array Fill Fills a float array with a specific numeric value.
Float Array Offset Adds a specific value to every float array entry.
Float Array Analysis Analyses a float array and provides some characteristic values.
Double Array Analysis Analyses a double array and provides some characteristic values.
Int Array Analysis Analyses a integer array and provides some characteristic values.
String Array Analysis Analyses a string array and provides some characteristic values.
Array Indexer Provides access to individual array elements.
Array Mixer Mixes up individual arrays.
Visual Indexer The Visuals Indexer determines the Data Pool of a Visuals URI.
Cluster Task Waits for all Cluster Machines to trigger the Input Method and only then fires its Event.
Cluster Data Sends values or events from the Cluster's master machine to all clients. These will be applied/fired in the same frame.
Data Portal Sender Sends data without a direct binding to a Data Portal Receiver node within the Runtime.
Data Portal Receiver Receives data from a Data Portal Sender node.

Previsualization

Screen Creates a previsualization screen, which represents a real screen or wall.
Composition Projector Creates an orthogonal projection of a target content layer.
Previs Canvas A pure previsualization Layer which will usually not used on a production environment.
Screen Render Options Forces the engine to render a Canvas multiple times with different resolutions and/or cameras
Composition List Provides an Array of available Compositions

Render Options

Mirror Renders a mirrored version of the 3D Layer content.
Effect Mirror Renders a mirrored version of the 3D Layer content and can apply effects to it.
Effect Applies an Image Post Processing Effect to a part of the Hierarchy Tree.
Set 3D Mask Defines a 3D Mask inside the Hierarchy tree.
Use 3D Mask Applies a defined mask onto all children Nodes inside the Hierarchy tree.
Clip Plane This node adds a Plane to the 3D World that cuts off the rendering.
Mirror Filter This node can restrict which objects are rendered to a Mirror.
Cubemap Filter The Cubemap Filter can restrict which objects are rendered to a Cubemap.
ClipPlane Filter This node can restrict which objects are clipped by a Clip Plane.
Shadow Filter Filters Objects for the Shadow Map Rendering
Rank Filter The Rank Filter is used in Chroma Keying mode to render parts of the Hierarchy to the Background, Foreground or Garbage Matte.
3D Layer Reference Filter Filters objects for each rendering of a 3D Layer issued by 3D Layer References.
Render Filter Filters specific parts of your rendering for a Previs Scene
Render Cube Map Renders the whole 3D Layer content into a cubemap.
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 Advanced This node provides advanced and customizable stencil mask and test functionalities.
Clear Stencil This node clears the whole stencil buffer.
Alpha Blending This node modifies the blending rules for superposed pixels.
Blending This node modifies the blending rules for superposed pixels with industry standard presets.
ColorWrite Changes which Color Channels of the Background are affected by the rendering of the objects.
Alpha Testing This node tests if a pixel has to be drawn. This depends on the alpha value of this pixel.
Render Sprites Renders Sprites at the location of each vertex instead of the polygons of a geometry.
Render Lines Renders customizable Lines along the edges of the polygons of a geometry.
Render Wireframe Renders Lines along the edges of the polygons of a geometry with low performance impact.
Render Path Renders a list of vertices as a single customizable Path.
Render Solid Renders the geometry as Solid Polygons.
ZTesting This node modifies the depth information that is written by geometries into the depth buffer (Z-Buffer).

Slides

Slide Manager This node handles the slides and animations and switches between attached Slide nodes
Slide This node is working as a container, embedding the slide-page content
Pivot This node loads external Ventuz scenes and lets them act as a Slide
Slide Port The Pivot acts like a shortcut, defining where a Slide is located in the scene

Sound

Volume Control This node controls the volume of the audio cable groups configured in the Device Configuration.
Audio Clip This node loads and plays different types of audio files, such as MP3 and WMA.
Sound This node loads and plays sounds and audio clips.
Analyze Audio This node analyses and provides different data sets of a sound.

Text

Alpha Effect This node fades text in and out by manipulating the alpha value of the characters.
Scale Effect This node scales characters on the X, Y and Z axes.
Rotate Effect This node rotates characters on the X, Y and Z axes.
Spark Effect This node moves and fades characters in several modes.
Circle Effect This node arranges text on a circle.
ShrinkToFit Effect This node shrinks text to fit a specified bounding box size.
Block Text This node specifies layout and font style information for text rendering.
Scroll Text This node provides functionality for a simple ticker or crawl.
Enriched Block Text This node specifies layout and font style information for text rendering. Different font styles, text colors, scaling and positioning can be applied on a per-character basis.
Text 2D This node renders text using pre-generated texture characters.
Text Style 2D Modify outlines and other effects for Text 2D
Text 3D This node renders text using pre-generated mesh characters.
Chinese Conversion Conversion of Chinese characters between traditional, simplified, taiwan, Hong-Kong and Japanese standards.

Texture

Texture This node maps a texture from images, movies or live video on geometries.
Live Video This node provides video input from SDI/DVI input cards, webcams, TV tuners, DV device, etc. as a texture.
Snapshot This node makes a snapshot of the current render output and provides it as a texture.
Snapshot Framebuffer Copies the current color buffer of the rendering.
Texture Loader Loads an image or a DDS textures from the specified file directly and provides it as texture.
SVG Loader Rasterizes Scalable Vector Graphics coming in as File or XML Text.
Movie Frame This node provides single frames of a movie clip.
Movie Clip This node loads movies of many file formats and provides their content as a texture.
Movie Stream This node provides single frames of a movie stream.
Texture Saver This node saves a texture to file.
Gradient Texure Generates a 1D Gradient Texture.
Hatch Texture Creates non-realistic rendering. 3D Elements look like they are sketched or hatched.
Background Renders a Texture that always fills the render window.
Image Renders a Texture in 3D Space without taking lighting into account.
Video Source Selector Allows to change the source of a Live Video input device.
VIO Input Renders a Texture that composites the VIO Input into a 3D Layer
Spout Receiver Receives a RGBA texture via ​SPOUT
NDI Receiver Receives an NDI video input and provides it as a texture.
NDI Source List Lists all available NDI sources.
Flipbook Loads and applies a sequence of images to an object.
Substance Loader The Texture Substances Loader node loads sbsar files created with the ​Substance Designer, it provides properties to change the appearance of the resulting Textures.
Qr Code Generator This node generates Qr Codes from the given text input.

VR/AR

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.

World

Axis Used to position, orientate and scale complete subtrees with common properties such as position, rotation and scaling.
Path Loader Provides a path that was loaded from a file.
Path Segments Selects segments of a given Path.
Path Subdivide Subdivides a Path into equally long parts.
Path Axis Adds the Transformation of a position on a given Path to the Hierarchy.
Path Matrix Outputs the Transformation of a position on a given Path.
Get World Used to retrieve the World, View and Projection matrix at a position in three scene hierarchy.
Set World Used to position, orientate and scale complete subtrees with a 4x4 matrix.
Anchor Used to retrieve the World matrix at a position in the scene hierarchy that is usable in specific nodes.
Billboard Used to orientate objects so that they always face the camera.
Shear Used to deform single meshes or complete subtrees.
Arrange This node arranges objects according to their bounding box information.
Ticker This node provides the functionality to create advanced tickers, crawls and rolls via the Arrange node.
Layout This node provides the functionality for simple layout via the Arrange node.
ZSort This node sorts subordinate objects for rendering in a sequence depending on their Z order.
Spread The Spread node renders its children multiple times to create the illusion of duplicating objects without the added memory consumption of an explicit copy. Each instance can have a transformation (translation/rotation/scale) that offsets itself from the previous one, creating chain like structures.
Cloner The Cloner uses the Gfx State to render multiple instances of its children. These instances can be changed via many different modes. It's a far advanced Spread node.
Set Pass This node defines a specific render pass.
Filter Pass This node checks if a specific render pass is set and allows or stops further hierarchy tree traversing.
Hierarchy Container This node encapsulates the functionality of any number of Hierarchy (and bound Content) nodes to a single Hierarchy node.
Output This node provides the possibility to link objects to Hierarchy Containers. Must be placed inside the Hierarchy Container.
Content Container This node encapsulates the functionality of any number of Content nodes to a single Content node.
Container Info This node provides information about the name and link index of a Hierarchy Container node.
Yes No Switch that has two outputs where further nodes can be linked. The YesNo node switches between these two sub-trees.
Switch Switch that has multiple outputs where further nodes can be linked. The Switch node switches between these sub-trees.
Camera This node adds a Camera including View and Projection to a 3D Layer
Group Hierarchy node just for structuring the scene hierarchy. It has no special properties or any effect on the rendering result.
ScenePort This node provides the possibility to load a complete Ventuz scene as a hierarchy sub-tree.
TemplatePort This node provides access to the Template Engine from within the scene logic.
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