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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
  • 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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Table of Contents

  1. Loader
  2. HDR
  3. IPP
  4. Lighting and Shaders
    1. Lighting
    2. Shaders
  5. Other
  6. Flipbook
  7. Gradients
  8. 3D Presets

Ventuz Presets

Loader

These images can be used for several different general purposes like generic textures or placeholder and testing.

Image/Texture

Description

Internal resource name

Image/Texture

Description

Internal resource name

Shape Circle

internal://images/ShapeCircle.png

Shape Triangle

internal://images/ShapeTriangle.png

Shape Pentagon

internal://images/ShapePentagon.png

Shape Cross

internal://images/ShapeCross.png

Spike Star

internal://images/SpikeStar.png

Checker

internal://images/checker.png

Checker Blue

internal://images/checker_b.png

Checker Dots

internal://images/dots.png

Lines

internal://images/lines.png

Noise

internal://images/noise.png

Alpha Glow Full

internal://images/alphaglow_full.png

Alpha Glow Half-Full

internal://images/alphaglow_halfull.png

Alpha Glow

internal://images/alphaglow_normal.png

Alpha Glow Half-Sharp

internal://images/alphaglow_halfsharp.png

Alpha Glow Sharp

internal://images/alphaglow_sharp.png

Square Blur Sharp

internal://images/SquareBlurSharp.png

Square Blur Sharp

internal://images/SquareBlurSharp.png

Square Blur Medium

internal://images/SquareBlurMedium.png

45 Degree

internal://Images/45degree.png

Linear In/Out

internal://Images/linear_inout.png

Linear

internal://Images/linear.png

Dimple

internal://images/dimple.png

Pimple

internal://images/pimple.png

Liquid

internal://images/liquid.png

Woodchip

internal://images/woodchip.png

HDR

These HDRi's are intended to be used by the Sky Box and PBR Sky Box. The HDRi's used here are in Long/Lat orientation - whenerver you decide to use them with the Environment CubeMap Loader it will be deteceted automatically or chose the Long/Lat hint manually.

Studio Redfloor

internal://images/StudioRedfloor.hdr

Noon

internal://images/Noon.hdr

Night Sky

internal://images/Night.hdr

IPP

These images are intended to be used by Ventuz' Image Post Processing Effects, e.g. the Lensflare effect.

Image/Texture

Description

Internal resource name

Image/Texture

Description

Internal resource name

Lensflare Ghost Colors

internal://images/lenscolor.png

Lensflare Star

internal://images/lensstar.png

Lensflare Dirt

internal://images/lensdirt.png

Lighting and Shaders

These images are best used by texture based Lighting Models and specific shaders, like e.g. the Incidence Lighting Model or the Hatch Texture Node.

Lighting

Image/Texture

Description

Internal resource name

Image/Texture

Description

Internal resource name

Incidence 1D Lambert

internal://images/Incidence1DLambert2.png

Incidence 1D Rainbow

internal://images/Incidence1DRainbow.png

Incidence 1D Specular

internal://images/Incidence1DSpecular.png

Incidence 2D Smooth

internal://images/Incidence2DSmooth.png

Incidence 2D Steps

internal://images/Incidence2DSteps.png

Incidence Diffuse

internal://images/IncidenceDiff.png

Incidence Diffuse Anisotropy

internal://images/IncidenceDiffAniso.png

Incidence Specular

internal://images/IncidenceSpec.png

Incidence Blue Back

internal://images/Incidence1DLambertBlueBack.png

Celshading Steps

internal://images/CelSteps.png

Shaders

Image/Texture

Description

Internal resource name

Image/Texture

Description

Internal resource name

Hatch Lines

internal://images/HatchLines.png

Hatch Curves

internal://images/HatchCurves.png

Hatch Letters

internal://images/HatchLetters.png

Other

The images in this category are defaults for other kinds of texture usages, like the rasterization of SVG Files.

Image/Texture

Description

Internal resource name

Ventuz Logo SVG

internal://images/ventuz.svg

Flipbook

The images in this category can be used by the Flipbook Loaders.

Image/Texture

Description

Internal resource name

Flipbook Clock

internal://Movies/fbclock60.mov

Gradients

These are presets for the Gradient Generators. Instead of files these are represented as strings and as such can be bound to the input of a Gradient Property.

Image/Texture

Description

String representation

Image/Texture

Description

String representation

B/W Ramp

RGBA;c0:(1, 1, 1);c1:(0, 0, 0);a0:(1)

White Alpha Ramp

RGBA;c0:(1, 1, 1);a0:(1);a1:(0)

Black Alpha Ramp

RGBA;c0:(0, 0, 0);a0:(1);a1:(0)

White Highlight

RGBA;c0:(1, 1, 1);a0:(0);a0.4:(1);a0.6:(1);a1:(0)

B/W Reflection

RGBA;c0:(1, 1, 1);c0.49:(1, 1, 1);c0.5:(0, 0, 0);c1:(0.75, 0.75, 0.75);a0:(1);a1:(1)

B/W Reflection 2

"RGBA;c0:(1, 1, 1);c0.17:(0.0, 0.0, 0.0);c0.17:(0.5, 0.5, 0.5);c0.3:(1, 1, 1);c0.43:(0.33, 0.33, 0.33);c0.55:(0.25, 0.25, 0.25);c0.55:(1, 1, 1);c0.65:(0.15, 0.15, 0.15);c0.8:(0.75, 0.75, 0.75);c1:(0, 0, 0);a0:(1);a1:(1)

Cholor Chrome

RGBA;c0:(0.2, 0.56, 1);c0.49:(1, 1, 1);c0.5:(0.6, 0.42, 0);c0.75:(1, 0.77, 0.34);c1:(1, 1, 1)

Color Hard Edge

RGBA;c0.499:(1, 0, 0);c0.501:(0, 0, 1)

Cholor Spectrum

RGBA;c0:(1, 0, 0);c0.25:(1, 0.7333333, 0);c0.5:(0.4980392, 1, 0);c0.7490196:(0, 0.08235294, 1);c1:(0.33, 0, 0.66)

Color Ramp

RGBA;c0:(0.7647059, 0.8901961, 0.9529412);c1:(0.145098, 0.5882353, 0.8078431)

Alpha Ramp

A;a0:(1);a1:(0)

Alpha In/Out

A;a0:(0);a0.5:(1);a1:(0)

Alpha Biased In/Out

A;a0:(0);a0.25:(1);a1:(0)

Alpha Bars

A;a0:(0);a0.125:(1);a0.25:(0);a0.375:(1);a0.5:(0);a0.625:(1);a0.75:(0.1215686);a0.875:(1);a1:(0)

3D Presets

These presets are used by Geometry Nodes like the Path Loader.

Geometry

Description

Internal resource name

Geometry

Description

Internal resource name

3D Helix

internal://Geometries/helix3d.vpath

2D Flower

internal://Geometries/flower2d.vpath

2D Ventuz Text

internal://Geometries/ventuz2d.vpath

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