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Ventuz Introduction

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General

  • Index
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  • Ventuz System Requirements
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  • 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
  • ST2110 and NMOS
  • Color Management and HDR Workflow
  • Multisampling / Anti-Aliasing
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  • 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
  • Designer Overview
  • Realtime Rendering
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  • Designer Options
  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D 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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2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
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  • Custom Shader Postprocessing
  • 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
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  • 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
  • Custom 3D Shader
Logic Workflow
  • Logic Workflow Index
  • Hierarchy and Content Editors
  • Content Editor
  • Hierarchy Editor
  • Working with Nodes
  • Property Editor
  • Containers
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  • 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
  • Scene Statistics
  • Scene Tree
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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 use Previs scenes inside the Director
  • 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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  • E2E Nodes
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  • VR Nodes
  • World Nodes
  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • 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
  • Timeline
  • Content References
  • Topology
  • Channels
  • Macros
  • Designing Templates
  • Scene Transitions
  • Preview Window
  • 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
  • Preview Window
  • 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
  • ADSR Envelope
  • Simple Control
  • Timeline Control
  • Animation 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
  • Gaussian Splats
  • 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
  • Value Filter
  • 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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ST2110 and NMOS

Table of Contents

  1. Technical Overview
  2. Configuring ST2110
    1. Device configuration
    2. Stream Configuration
    3. NMOS
  3. Supported Hardware
    1. Deltacast Considerations

ST2110 is a very complicated and expensive technology. Always check if using traditional SDI and fiber optics hardware can do the job cheaper. Especially debugging an ST2110 installation can be challenging, and learning to master ST2110 is expensive in itself. ST2022-7 Seamless Protection Switching might double the cost of your network infrastructure on top of that.

Technical Overview

ST2110 and NMOS are a set of "standards" that try to give you real-time uncompressed video transmission over IP hardware. This is very different from video streaming in the following way:

  • There is no buffering. ST2110 streams are transmitted line-by-line at microsecond precise intervals. While most devices will have a few frames of delay, this is nothing like traditional streaming does buffering
  • Streams are synchronized to a PTP Grandmaster clock that works like Genlock in traditional SDI.
  • There is no compression except optional 4:2:2 or 4:2:0 chroma sampling.

ST2110 defines how the pixels are transmitted over the IP network. It is based around the idea of transmitting video, audio and ancillary as independent "essences" so it is possible to process the smaller audio and ancillary streams without needing the fat video stream. This also means that we need 3 sets of configuration parameters.

Optionally, ST2110 allows to use "Seamless Protection Switching" (SPS via ST2022-7). As packet loss can be a problem with IP switched networks, all data is send to two independent networks with independent switching infrastructure, and all receivers will get IP packets from both networks, hoping that at least one actually arrives. Most high-end broadcast installations rely on this level of reliability, doubling the cost of the network infrastructure, and doubling the number of configuration parameters that need to be managed.

NMOS is a web-based system that allows to register, discover and switch ST2110 devices. This allows to create software where you can browse all registered ST2110 devices, get the network parameters of a sender and tell a receiver to listen to that sender. Most high-end broadcast installations will choose the NMOS information to go over a network that is separate from the "media network" that handles the high bandwidth video / audio / ancillary streams.

So in total we often have 3 networks in an ST2110 installation : two specialized high-bandwidth media networks for ST2110 and one control network for NMOS and other non-time-critical services like other web- and operating system services. With Ventuz one might add a cluster clock network and may be one needs networks for Dante audio.

As mentioned, we need a lot of configuration information to set up an ST2110 stream. This information is usually stored in SDP files, an old text-based format that contains IP addresses and video / audio parameters. Usually, an ST2110 stream has a video, an audio and an ancillary essence, each described in their own SDP file. If 2022-7 SPS is used, information about both networks are stored in the same SDP file.

In Ventuz, ST2110 can be used with or without NMOS. It is recommended to first try ST2110 without NMOS, and add NMOS installation later.

Configuring ST2110

In Ventuz, ST2110 streams are handled like SDI and other video devices. All we need to add is the network related information. This falls into two parts : the device settings and the per-stream settings.

Device configuration

For each device, we need to set the network interface settings:

  • Eth0Ip, Eth1Ip : Ethernet interface IP
  • Eth0Mask, Eth1Mask : Ethernet interface network mask
  • Eth0Gateway, Eth1Gateway : Gateway
  • Eth0Dns, Eth1Dns : (BMD only) Domain Name Server
  • Eth1Enable : Enable second network interface
  • EthDhcp : (BMD only) Enable DHCP (both interfaces if Eth1Enable)

You can read-back the actual internet settings in the live options with the EthConfigReadback property.

In addition to that, you can configure the PTP (precision time protocol)

  • PtpDomain : Domain
  • PtpPriority1 : Priority
  • PtpPriority2 : Tie-breaker priority

On BMD only, you can check the chosen PTP Grandmaster in the live options with the PtpNegotiatedGrandmaster property.

Stream Configuration

For input and output streams, you can set a combined SDP file in the device config.

This file is created by concatenating the SDP files of the 3 essences together, in any order. You may add comment lines with '#' to make things more readable, but that is not required. This might look like this:

# video
v=0
o=- 21 21 IN IP4 192.168.200.200
t=0 0
m=video 10000 RTP/AVP 96
c=IN IP4 239.0.5.1/32
a=source-filter:incl IN IP4 239.0.5.1 192.168.200.200
a=rtpmap:96 raw/90000
a=fmtp:96 sampling=YCbCr-4:2:2; depth=10; width=1920; height=1080; exactframerate=60; colorimetry=BT709; PM=2110GPM; SSN=ST2110-20:2017; TP=2110TPN;
a=ts-refclk:ptp=IEEE1588-2008:00-00-00-00-00-00-00-00:127
a=mediaclk:direct=0
a=ssrc:0 cname:319b3fe6-0

# audio
v=0
o=- 31 31 IN IP4 192.168.200.200
t=0 0
m=audio 14000 RTP/AVP 97
c=IN IP4 239.0.5.1/32
a=source-filter:incl IN IP4 239.0.5.1 192.168.200.200
a=rtpmap:97 L24/48000/2
a=ptime:1
a=ts-refclk:ptp=IEEE1588-2008:00-00-00-00-00-00-00-00:127
a=mediaclk:direct=0
a=ssrc:0 cname:319b3fe6-0

# anc
v=0
o=- 41 41 IN IP4 192.168.200.200
t=0 0
m=data 18000 RTP/AVP 98
c=IN IP4 239.0.5.1/32
a=source-filter:incl IN IP4 239.0.5.1 192.168.200.200
a=rtpmap:98 smpte291/90000
a=fmtp:98
a=ts-refclk:ptp=IEEE1588-2008:00-00-00-00-00-00-00-00:127
a=mediaclk:direct=0
a=ssrc:0 cname:319b3fe6-0

This file is parsed by Ventuz by looking at lines that start with "v=", and that's where the 3 essences are split. The "m=" and "a=fmtp" lines are used to identify video, audio and ancillary.

Not all lines of these files are actually used:

  • The video format and frame-rate of a sender are taken from the ventuz configuration. A receiver in "autodetect" mode will react to the format descriped in the SDP file.
  • The devices interface parameters, as far as they are part of the SDP, are ignored. The device is configured through device options and can not be changed otherwise.

Parsing SDP files can be tricky, as this is not a modern file format. for Deltacast, Ventuz parses the SDP file and any problems with that can be fixed by us. For BMD, the Blackmagic driver parses the SDP file and any incompatibility can only be fixed by Black Magic.

A sender without any SDP file will automatically guess some reasonable defaults.

There are live options that relay the current configuration in the form of the combined SDP file of the 3 essences. These are created by putting together information found in the IP device options, traditional stream configuration and SDP file provided in the stream configuration. You can copy this from a Ventuz ST2110 sender and paste it in the device configuration of a Ventuz ST2110 receiver. You can also start a sender without SDP file, copy what Ventuz put together from the live options, change it to your liking and set as the final sender SDP in the device config. This is the simplest way to set up ST2110 senders and receivers without NMOS.

NMOS

NMOS is handled by software provided by the device manufacturer. This will override the stream configuration on the fly per NMOS commands. This is completely transparent and does not require additional configuration on the Ventuz side. The "SDP Readback" options represent the new settings as provided by NMOS.

Supported Hardware

ST2110 integration is under active development by the hardware vendors as well as by Ventuz. Expect more frequent driver updates as usual from the Ventuz side to accommodate the quickly changing ST2110 ecosystem

Model Media Interface SPS 2022-7 Control Network Channels
Delta-ip-ST2110 10 10GB SFP+ yes Host PC 4x3G in
Delta-ip-ST2110 01 10GB SFP+ yes Host PC 4x3G out
BMD Decklink IP HD 10GB RJ45 no over media interface only 2x3G in and out simultaneously
BMD Decklink IP HD Optical 10GB SFP+ no over media interface only 2x3G in and out simultaneously
BMD Decklink IP/SDI HD 10GB RJ45 no over media interface only 2x3G in and out simultaneously
BMD Decklink IP 100G 100GB QSFP28 yes over media interface only 8x12G in and out simultaneously

Each vendor does different things on how configuration and NMOS are integrated:

How to set up IP Adress of the interfaces:

  • BMD: Can be set up via control panel, can overridden by device config. We recomment using BMD control panel.
  • Deltacast: Only via device config. Deltacast has no control panel.

Deltacast Considerations

The DELTA-ip-ST2110 board can be configured as input only or output only board via firmware update.

Deltacast has currently a few limitations. A firmware update expected late 2026 should allow us to solve these problems, but for now be aware:

  • Video, Audio and Ancillary essences must share the same IP address, only the port may be different.
  • When installing the NMOS service, video essences must be started via NMOS, or Ventuz will stall. Specifically, if more than one essence is configured, all essences must be running for Ventuz to render correctly.
  • After deinstalling the NMOS service, you need to manually remove the registry key Computer\HKEY_LOCAL_MACHINE\SOFTWARE\DELTACAST\VideoMasterHD GlobalSharedMemory, or Ventuz will not find any Deltacast boards. Also, when the NMOS service is installed, it must be running, or you will not be able to use Deltacast boards
  • Using multiple boards on the same computer with NMOS requires a specialized install procedure.
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