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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
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  • 2D Art
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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
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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
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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
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  • 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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Text Rendering

Table of Contents

  1. Introduction
  2. Text nodes and Text effects
  3. Font Typeface Editor
  4. Font and Style Presets
  5. Font style customization
    1. 2D customization
    2. 3D customization

Ventuz supports several ways to display text: 3D Texts built from polygons, 2D Texts in low quality and 2D Texts with smooth edges. This page will show you how to render text in Ventuz, how to provide it with content and what features are there to customize their appearance.

Introduction

Ventuz provides a wide range of Text Effects and rendering styles. The modular structure of Ventuz offers the possibility to combine different effects and styles, resulting in virtually countless possibilities of displaying and animating text. The following sections shows the Project-specific font handling. The description of the text-related nodes can be found in the Text Rendering and Text Effects section.

Text nodes and Text effects

There are two different text nodes with three different modes to be found in the Designer.

The 2D Text node with the

  • Block text
  • Enriched text
  • Scroll text

mode.

And the 3D Text node with the

  • Block text
  • Enriched text
  • Scroll text

mode.

Each of these when placed into the hierarchy editor will generate two nodes into the content editor. You can see those by clicking on the node in the hierarchy editor.

The general text node collects all information from the block or enriched text node and renders it out. This node also holds the properties to change the style, improve transparency and so on. In case of the enriched and block text node, it holds the most important property to change the text displayed. As well as many different layout functions.

In order to use Text Effects nodes you can just drag and drop them on to the binding between the two text nodes, and change the properties to your liking.

For a more in depth guide on this effects and layouts go visit those sites:

  • Text Rendering
  • Text Layout
  • Text Effects

Font Typeface Editor

There are two ways to reach the typeface editor, either trough the properties of the text node by hitting edit

or by going into the project settings and clicking on project fonts.

The Typeface Editor manages all fonts and font presets in a project. The editor consists of two font browsers, one for Project fonts and one for System fonts. The latter are fonts which are installed on the local machine. The browser lists all fonts alphabetically. Default/Standard fonts which are present on every new Windows 10 installation are displayed in black. All other fonts are marked red.

It is recommended to import non-standard font files into the Ventuz project folder to make sure that exported Presentations will have access to all necessary fonts if started on different machines. Ventuz automatically prompts the user to import such fonts. This import can be avoided but this is not recommended.

To display those languages (e.g. Arabic and Hebrew) correctly which have a right-to-left writing direction, enable the RTL option below text preview window.

Turning on the Show Simulated Styles option expands the list of all fonts available by those which can be simulated by GDI/Windows Presentation Foundation. These styles are not part of the font files and are calculated mathematically and therefore rarely meet the quality criterias of designers. Simulated styles are marked with an asterisk (*).

The Refresh Button updates both the Project as well as the System font list.

Font and Style Presets

Ventuz provides the possibility to define Font and Rendering Style Presets which are valid within all scenes of the project where the preset was defined. This makes it very easy to change a font or style scene-wide or even project-wide. The presets are stored as part of the Project Properties in the .VZP file. The Font Presets are defined and managed in the top area of the Font Typeface Editor. The Rendering Styles are defined and managed in the Texture and Mesh Font Style Editors. The following text describes the handling for Font Presets, the approach for the Style Presets is the same.

Presets stored with the project are displayed in black.

Existing presets can be selected from the drop down menu. Presets can be deleted by selecting a preset from the drop down menu and pressing the Delete Preset button. Nodes which were referencing the deleted preset will retain the name and settings (Typeface, Style) of the preset. Should the preset be recreated or be available from within another project, these nodes will automatically reference the new preset.

Modified presets will be marked with an asterix (*) behind the preset name. By pressing the Save button, the preset is saved and all nodes referencing this preset will be updated.

New presets are created by simply entering a new name. The name will be marked red, indicating that the preset name has not been stored with the project presets yet. Pressing the Add Preset button will store the new preset with the Project Properties.

Finally these presets can be accessed from the Text Rendering and Layout nodes.

Font style customization

2D customization

In order to customize the different styles that come with the 2D text node you can either extract a node from the text node to further refine the effects, or as mentioned above, by opening the project properties and going to the font settings, then click on 2D Font styles.

To extract those settings and working with a node instead, choose a style and hit the small button beside the propertie.

This will give you a node with all properties that you would also find in the project settings.

But changing those settings in the Project properties will give you the opportunity to safe the settings in a preset to be able to load in other scenes as well. While being in the project font settings you will find a drop down menu on the top of the window. There you can just type in a new name and  click on the small plus.

Those presets are only saved for the project there are made in. And are therefore not available in other projects. And changes made in the project properties, will only be visible after you hit Ok.

3D customization

For 3D customization there is no extract necessary. Here you simply hit edit in the style dropdown menu and customize your font.

  • 1.Preset Menu:
    • Here you can save new presets by simply typing in the name you want. The small + adds a new preset. And with the X you are able to delete them. After saving, those presets are found in the dropdown menu.
  • 2.Quality setting:
    • Determines the quality of the 3D mesh for the rendered text.
  • 3.Extrusion setting:
    • With the depth value you can change how far the text is extruded along the Z axis. A higher value equals a greater extrusion.
  • 4.Faces setting:
    • Here you can choose which parts of the text should be created. E.g: Leaving only the front checked will only render the front cap of the text. This is especially helpful if you want to have different materials on different parts of the text mesh.
  • 5.Bevel setting:
    • With the beveling function you can change the edge style of the text.
  • 6.Advanced bevel settings:
    • Here you change the size of the bevel selected, and if a bevel should be applied on the front and the back. With the mode function you can invert the effect.

Note that you can only see the changes after you clicked Ok.

See also:
  • Text Rendering
  • Text Layout
  • Text Effects

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