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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
  • Communication Protocol Overview
  • Configuration Editor
  • Audio / Video Configuration
  • Machine Configuration
  • Web Configuration Editor and License Manager
  • GPI Configuration for Runtime or Director
  • Supported Formats
  • Supported Hardware
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • 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
  • Animation Workflow
  • Best Practices
  • Reading Data in Ventuz
  • Display Images and Movies
  • Scene Performance and Tweaks
  • Deploying a Ventuz Presentation
  • Render to Disk
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
  • 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
  • Layer Editor
  • Property Editor
  • Hierarchy Editor
  • Working with Nodes
  • Isolated Objects
  • Containers
  • Text Rendering
  • Character Sets
  • Geometry Import
  • 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
  • Unreal Integration
  • Notch Integration
Project Structure
  • Project Structure Index
  • Annotations
  • 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 Use the Color Difference Keyer
  • How To Use the HDR Engine
  • 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 use the Vertex Integration
  • How To Control and Customize Ventuz
Reference
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • E2E Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic 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
  • Introduction
  • Environment
  • Show
  • User Interface
  • Assets
  • Taking Action
  • Property Editor
  • Shot Box
  • Project Data
  • Pages
  • Playlist
  • Timeline
  • Content References
  • Topology
  • Channels
  • Macros
  • Designing Templates
  • Plug-Ins
  • Shortcuts
  • Command Line Options
  • Application Settings
  • Glossary
  • GPI Configuration

Ventuz Runtime & Configuration

  • Runtime Index
  • Configuration Configuration Editor
  • Machine Configuration
  • Video/Audio Configuration
  • Web Configuration Editor and License Manager
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Machine Clustering
  • Supported Hardware
  • Director Mode
  • 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

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 Use the Color Difference Keyer
  • How To Use the HDR Engine
  • 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
Director
  • How To Control Multiple Graphics Independently From Each Other
  • How to use the Companion with Director

Ventuz Node Reference

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
  • 2D Layers
  • PSD Import Layer
  • E2E Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Text Splitter
  • Timer
  • Toggle
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
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

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
  • Remoting Machine Signature

Misc

  • Presets
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Deploying a Ventuz Presentation

Table of Contents

  1. Production Machine
  2. Ventuz Presentation - VPR
    1. Export
    2. Settings Override
  3. Ventuz Archive - VZA
  4. Project Archive - VPA
  5. Project Template - VPT
  6. Security

A Ventuz Project usually consists of multiple scenes. There can be multiple versions of each of these scenes and the resources (images, textures and geometries) used in them. However, only one scene or a tree of scenes is actually needed for the final presentation or show. Ventuz offers two different types of deploying such a subset of a Ventuz Project.

Production Machine

Before running a show, one should make sure that Windows will not cause any problems:

  • Windows automatic updates should be turned off.
  • Disable Windows notification icons. They steal focus and as a result minimize presenter.
  • Change the Power Plan from Balanced to Maximum Performance.
  • Check firewall rules for both the Ventuz Designer and Ventuz Runtime (different applications, so different firewall rules). A project that might be getting data in the Designer may not work in Runtime if the firewall rules are were only set for Designer.
  • Disable Windows User Account Control (UAC).
  • Deactivate all Windows sounds.

Ventuz Presentation - VPR

Export

This deployment type is used if the subset of a Ventuz Project is clearly defined and no further scenes or resources are needed during the presentation. A single VPR file contains all scenes and resources to run a show as well as the Runtime Layout Scene and required sub-scenes.

In order to export a Ventuz Presentation, open the main scene in the Ventuz Designer. After a final review of the scene in the Runtime Layout, select Scene/Export/Ventuz Presentation (vpr) from the main menu. A resource selection window will request which resources should be included in the VPR file. In most cases, the automatic resource selection does not have to be modified and can simply be confirmed by pressing Ok.

This dialog shows all resources used in the exported scene including resources of sub-scenes. If any additional resources are required which are not automatically selected use the Resource Linker Node to add them to your scene.

External resources such as FTP, HTTP, absolute or relative paths cannot be included as part of a VPR Presentation file. If external resources are required to run the Presentation, their availability and accessibility has to be ensured on the target system. Check for the availability of an internet connection or manually deploy external files.

A Ventuz Presentation is started by simply double clicking on the VPR file. The Windows Explorer will start Ventuz Runtime with the Runtime Options configured in the Project Properties.

Ventuz must be installed prior to starting a VPR on a computer!

A Ventuz Presentation can be remoted but the main scene has no runtime identity. It only can be addressed as the current scene. See Remoting

Relative URIs will be resolved to files lying next to the VPR file in the folder structure. For more information, see URL Node.

Settings Override

In some cases it might be necessary to change the Project Properties that have been used for the VPR export without re-exporting the whole presentation. This might be necessary for example if the aspect ratio of the display changes. To perform a settings override, click  on the .vpr file and then click  Configure. This brings up the Project Properties editor in a reduced version.

Make the necessary changes and click the OK button. A .config file with the name of the according presentation file will be saved next to the .vpr file containing the modified settings. Every time a VPR is started the Presenter will look for an according .config file. If one is found, the containing override settings will be used; otherwise the original settings which have been saved in the VPR during export are used.

Ventuz Archive - VZA

A Ventuz Archive is usually used for scene exchange between users, Ventuz Projects or workstations. A Ventuz Archive can be compared to a Ventuz Presentation except that an archive cannot be started as a Presentation. The steps for exporting a VZA are similar to exporting a VPR except that Scene/Export/Ventuz Scene Archive (vza) has to be selected from the main menu.

In order to import a VZA archive into an existing Ventuz Project, open the project and select Scene/Open in the main menu to open up the Open Dialog. Search for the VZA and open it. The following Resource Selection dialog will ask which resources should be imported into the project. If a resource already exists, the user is asked whether to overwrite or keep the file.

VZA archives are also used to dynamically extend a running Ventuz Presenter/Runtime launched in Director Mode. For more information, see Director Mode.

Project Archive - VPA

If an entire Project has to be archived, Project Maintenance is used to create .vpa files. It is accessible by closing all Scenes and  clicking on your Project's Name and then Maintenance and Export (vpa). VPA files are ZIP archives containing the entire folder structure of the exported project. Project Maintenance lets you select which files will be part of the export by setting restrictive Include and Exclude filters.

If the archive contains an image named preview.jpg or preview.png located next to the project file (.vzp), the Windows Explorer will be able to display that image in its preview pane. (Ventuz Designer must be installed for this feature)

To use or import a Project Archive (.vpa), open it by pressing the Browse button of the Project Browser. Ventuz will ask you where to extract the archive. If that project (same project ID) has already been extracted, Ventuz will ask if the archive should be extracted again or if the existing extraction should be opened. If a Project Archive is extracted, only the location can be changed, other project properties are retained. Another way to open and extract a Project Archive is to dbl click  on the file in the Windows Explorer or select the Install Project Archive from the context menu by click  on the .vpa file. The Install Project Archive option will copy the .vpa file to the standard location for installed archives: Public Documents\Ventuz6\Packages. Installed Project Archives are always displayed in the Project Browser under Demos and Tutorials. Installing an archive is more useful for Project Templates.

Project Template - VPT

A Project Template (.vpt) is exactly the same as a Project Archive (.vpa) except for the file extension and its handling inside Ventuz. In order to create a Project Template follow the same steps as creating a Project Archive but select the .vpt file extension when exporting the archive. (or simply rename the file after exporting a .vpa file). The difference between standard archives and templates is that you can extract a template multiple times and you're allowed to change descriptive project properties when extracted. If you install a project template into the standard folder Public Documents\Ventuz6\Packages, the Project Browser will display all installed templates under the Templates group. In order to install a project template, click  on the .vpt file in the Windows Explorer and select Install Template. dbl click  on the .vpt file or select Create Project from Template will launch Ventuz and create a new project based on that template.

Security

There are various reasons why it can make sense to restrict the machines that a scene can run on: Protection of intellectual property or per machine licensing of a project, just to name two. This can be done by specifying the Dongle IDs that can open a project/scene in the System Lock part of the Project Properties. In addition, only selected dongles will be able to edit the file in Ventuz Designer.

If any dongle ID is added, Ventuz will automatically also add the current Ventuz Designer dongle and give it editing rights to prevent an accidental lock-out.

A new ID can be added by pressing the add button which will show a list of all dongles currently attached to the machine. In addition, a dongle ID can be entered manually. To retrieve the ID of a dongle, insert it into any machine that has a Ventuz installation and launch the Ventuz License Manager. It shows the licenses and dongles available on that machine.

See also:
  • Remoting
  • Director Mode
  • Projects and Scenes
  • Project Properties
  • Ventuz File Types

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