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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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Table of Contents

  1. Ventuz Configuration
    1. Machine Selection
    2. Live Options
      1. Ventuz Options
    3. Rendering Options
    4. AV Options
    5. Ventuz Config
    6. Project Management
  2. Machine Configuration
    1. Interaction
      1. General
      2. Windows Touch
      3. TUIO
      4. Cluster Networking
      5. Output Scaling
    2. Remoting
      1. Remoting 2 (.Net)
      2. Remoting 4
      3. Miranda
      4. CLI Remoting
      5. OSC Remoting
    3. DMX
      1. General DMX settings
      2. Art-Net
      3. sACN
    4. Extended
      1. Presenter Settings
      2. Culture Settings
      3. WebBrowser Settings(Ad Blocker, Audio etc.)
      4. Process Settings
      5. Tracking System
      6. Timecode Settings
      7. Progress Visualization Settings
      8. Logging Settings
      9. System Monitoring Settings
  3. Introduction to the Video Engine
    1. Render Pipes
      1. Stream Modes
      2. Preview
    2. Video Inputs
    3. Bit-depth and controllable quality/performance balance
    4. Software Watchdog
    5. Software Keying
    6. Multiple Sources from Multiple Vendors
      1. SDI 3G
      2. 4k
    7. Chroma Keying
    8. Comprehensive Audio Mixing
    9. Video Setup independent from Ventuz Scene
  4. AV Configuration
    1. Video Outputs
      1. Enable 10bit (DirectX-Mode)
    2. Video Inputs
    3. Video Options
      1. Standard Options
      2. Advanced Options
    4. Video Device Information and Options
    5. Global Options
    6. Live Status
    7. Audio Devices
    8. Cross Points
      1. Crosspoints Example: Adding Ventuz to SDI
    9. Device Mapping
  5. Render Setup Editor
    1. User Interface
    2. Automatic Render Setup from VMS
    3. Coordinate Space
    4. Logical vs. Visual Resolution
    5. Manipulating a Render Setup
      1. Selection
      2. Move Elements
      3. Bezel and Overlap
      4. Split and Combine
        1. Combine Machines & Transfer to new Machine
      5. Machine ID
    6. Design View and Production View
    7. Touch Area
      1. Examples and Scenarios
    8. Keyboard Shortcuts

Machine Configuration

The Machine Configuration is a subsection of the Ventuz Configuration and defines common settings that are not changed very often:

Interaction

General

Generate Touch for Mouse Enable to generate artificial touch events for mouse movements. This allows a mouse to trigger interaction nodes such as the Touch Button.
TouchGroups LMB Specifies the TouchGroups used for left mouse button touch events.
TouchGroups RMB Specifies the TouchGroups used for right mouse button touch events.

Windows Touch

The Windows Touch API was introduced by Microsoft with Windows Vista/Windows 7 to present a uniform way of devices interacting with the Windows operating system. It is usually only used for simple setups: one touch LCD display that is connected to a single machine. To support multi touch interaction with Windows applications that have no explicit multi touch support, a Windows Touch display generates both touch as well as artificial mouse information.

EnabledEnables the Windows Multitouch messages and blocks the artificial mouse messages generated by the same display. To use a touch display with mouse I/O nodes, deactivate this checkbox.
TouchGroupsSpecifies the TouchGroups used for touch events generated by Windows Touch devices.

TUIO

The TUIO network protocol is often used by camera-based tracking systems or other dedicated Multi Touch input devices. It is the de-facto standard for transmitting touch information between devices/machines. Touch LCD displays, however, often only implement the Windows Touch protocol.

EnabledEnables the TUIO input.
UDP PortUDP/IP port for TUIO messages. The default port used for the TUIO protocol is 3333.
Multicast IPMulticast IP address used for TUIO messages. If left empty UDP Unicast is used and the TUIO sender must send the data to the local IP address of this Ventuz machine.
TouchGroupsSpecifies the TouchGroups used for touch events received via TUIO protocol.

Cluster Networking

The Ventuz Input Subsystem is capable of distributing input information from one machine to a cluster of machines. For example, a mouse attached to the host computer can be relayed to a number of rendering client machines. For more information, see Input Handling inside Ventuz. Please note that a valid Cluster License must exist to enable the Cluster Networking for interactivity.

Single Machine Setup The machine will only react to input information from devices attached to itself. The information will neither be broadcast to the network nor will the machine react to any information that may be broadcast by a Master machine in the same network.
Master The machine will broadcast the information received from hardware devices attached to it into the network. It will not react to the information directly but listen to the sent network packages in the same way as a Client machine.
Client The Ventuz scene will not receive any input from hardware devices attached to the local machine. However, it will receive and react to input broadcast by the Master machine.
Processing Delay When using multiple machines, each may have a slightly different latency when it comes to receiving information from the input Master. A machine caches received information until the machine's clock matches the timestamp in the input information package plus the processing delay. So if it takes up to 3 frames to send information from the host to one machine but only 1 frame to get it to another, a sufficiently high processing delay forces all machines to process the information at the same time.

A Master-Client touch setup for a multi-machine Cluster requires a GroupID > 0 on the involved machines!

Output Scaling

Scale with Window SizeBoth the Inertia and Tick Attraction threshold are based on the nodes mapping area, not pixel resolution. Therefore increasing the window size will increase the size of the mapping area coordinate system in screen space and a specific movement will result in a smaller velocity than before. By activating this option, Ventuz will compensate for such changes automatically.
Scaling FactorUse this value to scale the Inertia and Tick Attraction Threshold of all Translation/Rotation/Transformation Nodes. This is most useful when the target presentation system has a much larger display (in physical size, not resolution) than the system the scene was authored on but the node behaviors should feel the same.

Remoting

Remoting 2 (.Net)

Deprecated

Remoting 2 is a ​Microsoft .net Remoting based protocol that was introduced in Ventuz 2008 (V2). This protocol still exists in Ventuz 4 but does not support the entire set of functionality (such as Template Engine, Live Options, etc). It is Recommended to use Remoting 4 for new client applications. Ventuz Director uses Remoting 4.

EnabledEnables the .net Remoting remote interface.
TCP PortTCP/IP Port to be used.

Remoting 4

Remoting 4 was introduced with the release of Ventuz 4 and is the recommended way to remote Ventuz Runtime. Remoting 4 is always enabled and uses TCP port 19400. This settings are not adjustable. See Remoting

Miranda

EnabledEnables the Miranda/Vertigo remote interface.
TCP PortTCP/IP Port to be used.

CLI Remoting

Deprecated

The Command Line Interface (CLI) is a very simple TCP text based interface to control very simple actions in Ventuz Runtime. This protocol still exists in Ventuz 4 but does not support the entire set of functionality (such as Template Engine, Live Options, etc). It is recommended to use Remoting 4 for new client applications. Ventuz Director uses Remoting 4 as well.

EnabledEnables the CLI remote interface.
Command SeparatorLine-ending to be used for CLI commands.
Line SeparatorIf text values are transferred, this line-ending is used to substitute line-feeds. A safer way to transfer line feeds is to HTML-encode them, e.g. 

Command IndexingIf Command Indexing is enabled (other than None) every command has to be led by an command index value. Any response to this command will be send with same index number. The mode Advanced allows to send an index of -1 to tell the CLI that no response is required at all.
EncodingSelects the character encoding to be used.

OSC Remoting

OSC Remoting is a very simple ​Open Sound Control based protocol to control DataItems of the SceneData. It only controls the current scene loaded in Port 0 of the layout scene in pipe 0. It is unable to manage scenes or Templates. For more sophisticated remoting capabilities use Remoting 4

EnabledEnables the OSC remote interface.
Receive UDP PortDefines the UDP/IP port to use for receiving OSC messages.
Receive Multicast IPIf specified, the [wikiRemotingDeprecated OSC] remote interface.
Receive UDP PortDefines the UDP/IP port to use for receiving OSC messages.
Receive Multicast IPIf specified, the OSC Remoting listens to a UDP Multicast group. If left blank, UDP Unicast is used.
Send EnabledIf enabled, externalized events are sent as an OSC message.
Send UDP PortDefines the UDP/IP port to be used for sending events.
Send Multicast IPDefines the UDP/IP address to be used for sending events.

DMX

General DMX settings

Receive project dataEnables the DMX Support for the Project Data Channels
UniverseSets the DMX universe the Project Data listens to.
ChannelSets the BaseChannel for the universe configured above.

Art-Net

Enable Art-Net Sets up the Art-Net driver.
Network Address / Netmask Specifies the network used for Art-Net. Presets offers the two Art-Net standard networks 2.0.0.0 and 10.0.0.0 - which most DMX hardware devices use - as well as the networks currently configured on the machines ethernet devices.
DMX send mode Newer versions of Art-Net support auto detection of connected devices, older do not. The preferred send mode setting is Auto: Ventuz registers itself in the network as Art-Net node and automatically finds other nodes to send to. If that does not work because there are unsupported nodes in the network, the send mode can be set to either Broadcast - to broadcast the DMX data to the network - or Unicast to send the data to all IP Addresses in the list below.
Unicast destinations When Unicast is set as DMX send mode, the IP Addresses in this list will be used.
Limit rate to DMX The original DMX protocol is a serial bus, which usually can not transfer more that 40 updates per second over the cable. With network based protocols like Art-Net Ventuz can update data at full frame rate. Especially older Art-Net to DMX interfaces are struggling with high data rates. Limit rate to DMX restricts Ventuz to a maximum of 40 DMX data updates per second. It will be a multiple of the frame rate.
Art-Net net / Subnet Art-Net specification separates the universes into 128 Nets, 16 Subnets and 16 Universes. Net and Subnet are specified in this setting. Ventuz then offers 16 input and 16 output universes.
Unused out channels This setting specifies if unused output channels output 0: Black Out, or the last set value: Keep Last.
Limit rate to DMX The original DMX protocol is a serial bus, which usually can not transfer more that 40 updates per second over the cable. With network based protocols like Art-Net Ventuz can update data at full frame rate. Especially older Art-Net to DMX interfaces are struggling with high data rates. Limit rate to DMX restricts Ventuz to a maximum of 40 DMX data updates per second. It will be a multiple of the frame rate.
Art-Net net / Subnet Art-Net specification separates the universes into 128 Nets, 16 Subnets and 16 Universes. Net and Subnet are specified in this setting. Ventuz then offers 16 input and 16 output universes.
Unused out channels This setting specifies if unused output channels output 0: Black Out, or the last set value: Keep Last.

sACN

Enable sACN Enables sACN support.
Network mode sACN is capable of configuring itself. It only demands the network to allow multicast, which is common nowadays. Multicast is the preferred setting - no further network setting are needed. In special cases, Unicast can be used to send DMX packets to specific destinations.
Unicast destinations When Unicast is set as Network mode, the IP Addresses in this list will be used.
Input / Output Universe sACN supports up to 63999 universes. The Universe determines the start universe to be used, the Count determines how many consecutive universes are used. In Ventuz, universes mapping starts at 0, so the sACN start universe will be mapped to 0. Exception: When Art-Net and sACN are enabled the same time, sACN universes start at 16, as the first 16 universes are used by Art-Net.
Synchronize outputs With this option enabled, a synchronization packet is send after the data is send. This will tell connected devices to update all received data at once instead of one universe after the other. This is useful especially for bigger LED panels where the received data span across multiple universes but actually represents one image.
Limit rate to DMX See Art-Net

Extended

Presenter Settings

Disable Preview: Disables the Presenter's preview pane when outputting over SDI/NDI/etc

Culture Settings

The Culture Settings contain configurations related to Fonts, Font Rendering and Text Formatting.

2D TextEnables high quality 2D text rendering. See Text2D
CultureSelects the culture to be used for text formatting
CharsetSelects the Unicode ranges to be used when using Font and Typefaces.

WebBrowser Settings(Ad Blocker, Audio etc.)

The Web Browser Node has some internal settings to adjust its compatibility with certain web sites and networking behavior inside the Ventuz Machine Configuration.

Disable PluginPlugins (like Adobe Flash) are disabled.
Disable Java ScriptExecution of Java Script code is disabled.
Disable SecurityDisables all security checks inside the Web Browser. Use with Caution!
Allow ClearTypeDisables/enables ​Clear Type. Monochrome scaled text with Clear Type enabled result in colorful edges.
Allow ventuz:// from external sitesAllows you to reference assets inside a Ventuz Project
Ignore SSL certification errorsExecution of Java Script code is disabled.
AudioAllows you to configure the In and Out Ventuz Ordinals and global browser Volume. Also check the crosspoint section in the Audio Video Config for further information.
LanguageThe Language of the browser. Some web sites may recognize this language and display content in that culture. If left blank, the system language (culture) is used.
Proxy ServerIf no direct internet access is available proxy servers for all protocols can be configured here.
User AgentSome web sites (like Facebook.com) expect special keys in the user-agent string. The user agent string can be manually adjusted here. See ​http://www.user-agents.org/index.shtml
Content Block List Downloads a filter lists that automatically remove unwanted content from the internet, including annoying adverts and bothersome banners

Process Settings

The Process Settings allow Ventuz to run on a higher process priority or be processor affine. Microsoft does not recommend to change such process settings and let Windows manage the CPU core sharing with other processes. If you are aware of these concerns you can adjust some process related settings here.

Process PriorityThe Windows process priority.
Processor AffinityCheck the preferred CPUs (cores) to run Ventuz on.

Tracking System

Enables the camera tracking from ​TrackMen 3D Tracking Solutions. This protocol receives multiple tracked cameras via UDP unicast or UDP broadcast.

PortThe UDP port to receive tracking data
Studio IDThe Studio ID to filter the correct data from the correct cameras of a studio.
Multicast AddressIf the tracking system broadcasts the UDP packets to the network enter the IP address here. If not leave this field empty.
LatencyIf the tracking data arrives too early adjust an artificial delay here.

Timecode Settings

Timecode Display Format Specifies the string formatting for timecode properties in Ventuz Designer/Runtime

Progress Visualization Settings

Configures the progress visualization type when Ventuz Runtime is launching a scene.

Progress Type Visualization can be set to either none, a grid of squares or a progress line at the bottom.
Color Encoded by Machine ID Choose whether the squares and the line are colored according to the machine id or not.

Logging Settings

Configures Settings the logs of Ventuz Designer and Runtime.

Log Write Level Specifies the maximum log level of messages that are written to file. The level order is Debug > Info > Warning > Error > Fatal > None!
Log File Options Specifies if logging should be appended to an existing file or if a backup of an existing file should be created. In the backup case the maximum number of backup file can be specified. If files exceed this number the oldest backups are deleted.

System Monitoring Settings

Configures Settings to monitor a running Ventuz Designer or Runtime

Send Statistics via OSC (Legacy) Performance Statistics will be broadcast via OSC in the legacy Ventuz 2006 format.

See also:
  • Remoting 4
  • ​TUIO
  • ​Open Sound Control
  • ​TrackMen 3D Tracking Solutions Example: ​TabulaTrack with Ventuz

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