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Ventuz Introduction

  • Introduction
  • Getting Started
  • Ventuz Editions
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  • 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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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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Migration Guide from Ventuz 4 to Ventuz 5

Table of Contents

  1. Migration Helper and Resolve Mechanism
  2. Removed Features
    1. Removed Nodes
    2. Deprecated Nodes
    3. Removed Render Engine Features
  3. Changes in Work-flow
  4. Changes in Scene Logic
    1. New Text Layout Engine
    2. Animating Text Effect Layers
    3. Light Attenuation
    4. Alpha Blending

If upgrading from Ventuz 4 to Ventuz 5 there are some (breaking) changes in functionality and work-flow to be considered. These changes can be grouped in three categories:

  • Removed functionality which causes major differences in Ventuz 5 compared to Ventuz 4
  • Changes in work-flow when building scenes and configuring a Ventuz Machine
  • Changes in scene logic which make scenes behave and/or look slightly different in Ventuz 5 compared to Ventuz 4

To make it clear: Ventuz Designer and Runtime always guarantees Downwards Compatibility and thus is always able to load scenes and presentations created in former Ventuz versions.

Migration Helper and Resolve Mechanism

Ventuz helps to find and resolve nodes in a scene that are removed, deprecated or changed for this version. The Scene Statistics' Issues Tab lists nodes that cause errors or issues. The same time, these nodes are marked in Hierarchy and Content Editor with a red or orange frame - depending on the error level. The node's tooltip gives a hint too.

Note that the issues differ whether the engine is in legacy or standard mode!

The context menu of the node - Click  to open it - will show an Auto-Resolve Issue entry if Ventuz can resolve it automatically. This will replace the node with it's new version when possible. Auto-Resolve is usually possible for nodes that have a counterpart in the new version and are not bound to other nodes.

Removed Features

Removed Nodes

These are nodes which do not work anymore as their functionality has been removed:

  • HitTest
  • Key
  • MouseOver

Deprecated Nodes

These are nodes which are not available in the Toolbox anymore but are still working when loaded from scenes created in Ventuz 4:

  • ViewListener
  • View
  • RenderTarget
  • RenderTarget Reference
  • Projection (Field of View, Orthogonal, Perspective)
  • Viewport/Background
  • Texture
  • BlurTexture Glow
  • BlurTexture Simple
  • SoundSource 3D
  • View (Orbit, LookAt, Camera)
  • Vertex Fog
  • Pixel Fog
  • PixelSpace
  • Viewport/Background
  • Overlay Rectangle
  • All hard-coded Shader nodes
  • Text Buffer
  • Images to CubeTexture
  • Image to BumpMap
  • Image to Texture
  • ImageLoader
  • Texture Generator
  • All Image Filter nodes
  • All Image Transform nodes
  • 2D Mapping
  • 3D Mapping
  • Strip Mapper
  • VR Camera
  • OSC Image

Removed Render Engine Features

Through the deprecated Texture Node, the following features are available but won't work:

  • The old bump-mapping feature with Bump00, Bump01, Bump10, Bump11, LumaOffset and LumaScale. The Ventuz5 material system can use proper normal mapping with every material.
  • DMapOffset: This feature was intended for presampled displacement mapping. The Ventuz5 material system supports proper displacement mapping with every material.
  • TextureSet: This feature was intended for multi element textures. It is useless since Ventuz does not allow creation of multi element textures. The whole concept was superseded quickly after it's invention by multiple render targets.

Changes in Work-flow

When building new scenes in Ventuz 5 you have to consider some changes in workflow to achieve certain results:

  • You always need at least one Layer to build a scene.
  • Use Layers instead Viewport nodes.
  • Use 3D Layer in 'Offscreen' Layout mode instead of Rendertarget nodes.
  • The new Camera node combines View and Projection parameters.
  • Only one active Camera per Layer is now allowed.
  • Some Content node like the Texture provider can now be dragged to Hierarchy Editor - they are then automatically bound to a new Material node.
  • The functionality of the Overlay Rectangle node has been replaced by the new Background node.
  • The new Main Animation is a global (not restricted to containers) animation entity.
  • The Stage Editor has been spit to Stage Editor and Scene Tree Editor.
  • Importing VZAs now happens via Scene -> Open.
  • To import geometry use the Geometry Import nodes.
  • A single Material node can now handle multiple texture stages.

Changes in Scene Logic

New Text Layout Engine

Before Ventuz 5 font loading and text layout was based on a mix of Windows GDI & WPF functionality. This sometimes prevented some fonts from being loaded and lay out correctly. Another big issue was the support of complex script languages like Arabic and Hindi: text in these languages was not always displayed correctly. To solve these problems Ventuz 5 now utilizes DirectWrite. The change of the font layout engine causes some more or less small changes in the text layout and character positioning.

Here are the differences in the new text layout. On the left it the text output of Ventuz 4, on the right Ventuz 5. It's important to note that all these differences do not apply to all fonts. Most of the fonts will be identical or close to the same as in Ventuz 4!

Line Spacing: for some fonts the line distance and base-line may differ between Ventuz 4 and Ventuz 5

Line Spacing in multi-font text: with the Enriched Block Text node one can mix different fonts in one text. In Ventuz 4 the line distance was only based on the parameters of the first font. In Ventuz 5 every used font is taken into account for line distance calculations.

Scaling: when scaling text in the Enriched Block Text node the line distance was not scaled, this is changed for Ventuz 5.

Line Trimming: in Ventuz 4 words which where too long for a single line where trimmed, in Ventuz 5 the exceeding characters are wrapped to the next line.

Trailing Space Character: in Ventuz 5 trailing space characters are trimmed whereas they where handled as normal characters in Ventuz 4.

Wrapping: due to slightly different character positioning wrapping might be different as text might exceed boundings earlier or later.

Monospace: monospace layout for non-monospace fonts needs a special layout routine and the average character width taken as reference may differ to Ventuz 4. This may result in a different character spacing in Ventuz 5.

Justification: Ventuz 5, respectively DirectWrite performs an inter-character space modification to justify text, Ventuz 4 just increased the inter-word space.

Center Alignment: Ventuz 5 has a slightly different calculation of center-aligned text.

Kerning: For some fonts (e.g. Arial) character pair kerning cannot be disabled anymore.

Character Wrapping mode: wrapping test in 'Character' mode does not work with Windows 7 as this DirectWrite function is only available from Windows 8.1 on.

Texture Mapping: Due to slightly different font metric parameter used by DirectWrite the texture mapping on the character may look slightly different.

Animating Text Effect Layers

In Ventuz 4, animations like rotation and scaling letters do not apply the correct origin for the transformation. Ventuz 5 fixes this, resulting in a change. This is only for effect layers, the plain layer has always been animated correctly.

Light Attenuation

Light attenuation, the way it is calculated how lights get dimmer with distance, has changed depending on the engine type

  • Legacy and Standard with Legacy Light: The attenuation model, same as Ventuz 4. This model does not create realistic lighting, can not be scaled, does not fade out at range limit and is not intuitive. Use this for compatibility with Ventuz 4.
  • Standard: attenuation is controlled only by radius and light strength. Creates better results, can be scaled with world, does fade out at range limit and is intuitive.
  • HDR: Is physically correct, can be scaled with world, does fade out at range limit and is intuitive. But it will be notably slower, not because of the math, but because the render targets are twice as big.

Alpha Blending

In Ventuz 4 the source/destination color in the separate alpha section was interpreted differently between AMD and NVIDIA GPU's.

In Ventuz 5 all references to source / dest color in the separate alpha section are changed to references to source / dest alpha. This is how NVidia interprets this. This is also for future DX11 compatibility.

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