This How To is will demonstrate how to setup VIO (Video in and Out) in Ventuz; and how to use this VIO setup in Vertex as well as sending data to and from Vertex from Ventuz.
Ventuz has several options for outputting its rendered display. One of these options is Video in and Out, or VIO. This feature allows Ventuz to interface with other platforms.
Carefully follow these steps to set up Ventuz for rendering Scenes inside of Vertex and how to send data from one platform to the other.
Vertex by IOVersal, among other things, is a powerful and flexible playback platform capable of displaying videos, images, websites, and more.
The workflow in Vertex is focused around a timeline including layers and keyframes, much like Premier or other non-linear editing software platforms..
Vertex is a flexible platform that can be used for video, image, and Ventuz playback.
Please note that the current Vertex integration is in beta, changes to available features and this guide may be made.
VIO works with Ventuz version 6.12 or later. It is recommended to have the latest version of Ventuz installed.
Vertex version 2022 R3. It is recommended to have the latest version of Vertex installed.
Open Ventuz Designer. Start a new project and give it a title. In this example VentuzVertex is used as the project name in the Ventuz default save location: C:\Users\Public\Documents\Ventuz6\Content\Projects\. This is very important for later.
Ventuz will load a blank scene.
Now there is a moving Cube in the render window.
To make this Ventuz scene compatible with the Vertex timeline based workflow, Keyframes must be added to the Ventuz Scene.
The Main Timeline in Ventuz must be used for this integration.
Note - The length of the container in Vertex is determined by the length of the timeline (or space between keyframes) in Ventuz. A 2 second timeline in Ventuz means a 2 second container in Vertex.
In this example, Moving Cube is the name of the scene used.
One of the many benefits of using Ventuz in any situation is Ventuz' ability to use internal or external data. Vertex can leverage this benefit when parameters have been exposed inside of Ventuz.
Ventuz can expose several kinds of data to Vertex including:
To start, the cube's color Node can be exposed to Vertex:
The Cube's Color is now exposed in the Scene Data of this Scene and can be accessed from Vertex.
Following the same workflow in the step above, this will expose a Double (a number variable with a decimal) to Vertex that will control the speed of the Cube's movement.
Vertex organizes exposed parameters the same way it is laid out in the Scene Data tab.
Folders and parameters can be moved, grouped and renamed. These folders and parameters can be moved much the same way, by LMB drag Nodes are connected in the Hierarchy Tab.
In order for Vertex to know what values to load when using exposed parameters, defaults to these values must be set in Ventuz.
Setting the default will enable the "Reset Parameter" features to be used in Vertex.
At the top of the Scene Data View, a yellow triangle can be seen. click brings up the message that there are Thumbnails missing. Creating a Thumbnail for a Ventuz Scene is a nice to have as it is shown in Vertex. It makes it easier to identify the correct scene.
After clicking on the icon, click on the Create Thumbnail option in the Properties Window.
Exit Ventuz Designer and Ventuz Director if they're running.
To enable the use of Ventuz Runtime Engine inside of Vertex, VIO must be configured; To achieve this, open the Ventuz Configuration Editor. The Configuration Manager is its own program. Goto the Windows Start Menu and search for Ventuz Configuration Editor And open it.
Find the Audio, Video and Hardware Device Mapping dropdown menu and click on the + to the right.
Name the new configuration VIO Vertex
Clicking this will open a new window for configuring the hardware Ventuz and Vertex are running on.
In the horizontal scroll window, there are many different input and output types supported by Ventuz. Scroll to find Vio. Drag Vio to the Outputs area of the window. Leave the dropdowns as their defaults. Do this one more time to make two VIO outputs.
Press Save. The new Vertex VIO is automatically applied to the Hardware settings. Close Configuration Editor.
Refer to the user manual for more information on the Configuration Editor.
If one VIO is added, one Scene can be played.
If two VIOs are added, two Scenes can be played at the same time.
The more VIOs added, the more Scenes that can be displayed at concurrently. Licensing and hardware performance/limitations will determine how many VIOs are possible.
Please reference the Vertex User Manual if needed.
By default, the Ventuz save location is seen and will be scanned by Ventuz Runtime; this is necessary to enable Vertex to load Ventuz Projects and Scenes.
If the project was saved in the default Ventuz folder C:\Users\Public\Documents\Ventuz6\Content\Projects follow these steps:
If the project and scenes were not saved in a the default location:
Updates and additions to Projects that have been scanned do not require another scan. The same is true for adding Scenes to this project.
The VentuzVertex Ventuz project is loaded into Vertex inside of the Project Explorer.
Double on the Ventuz Project icon and the Scene(s) in that project will be shown.
Drag the scene to the timeline at the bottom of the Vertex window and move the play-head into this new container by clicking on the top of the timeline.
In the background, Vertex instructs Ventuz to start the Ventuz Runtime and load this project and scene. This may take up to 1 minute. This delay will only happen the first time. When loading other Scenes from this project as Runtime is already loaded, the delay will not take place.
When scrubing through this new container, the cube will rotate on its X-Axis following the keyframes in Ventuz.
When Vertex loads the Ventuz Project and all of its contained scenes it creates its own version of the Ventuz Project as a cached file. In order to see changes made to the Scene in Ventuz Designer the Ventuz Project must be removed and re-added in Vertex.
Click on the Ventuz Project in Vertex and select Delete or Click the Ventuz Project and press Delete.
The Ventuz Project can be re-added to Vertex following Step 4 here Open Ventuz Scenes in Vertex.
If the Scene(s) are not modified in Ventuz Designer, this step does not need to be done. Changing exposed parameters in Vertex are updated live and do not need a Project/Scene reload.
When removing and re-adding a Ventuz Project, all containers placed on the timeline will remove the Ventuz Scene from them.
The containers and keyframes remain.