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Ventuz Designer

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How Tos
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Reference
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Ventuz Director

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Ventuz Runtime & Configuration

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  • How to Configure Audio
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  • 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
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E2E
  • E2E Axis
  • E2E Data
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  • 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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Mover and Alternator

Table of Contents

  1. Function and Range
  2. Time and Speed

MoverThis is a multi-purpose node for generating values within a specific range.
AlternatorThis node alternates values by true or false. The duration of each state can be specified.

The Mover is one of the most flexible and frequently used nodes. It generates an output value based on one of multiple available functions of time, either continuously or as a reaction to an event that occurred. It can be used to create simple animations like rotating an object (by binding an Axis Nodes rotation Property to the Movers output) or to animate any other property that accepts an integer value.

The Alternator is similar to the Mover in that it generates an output value based on time but in a much more specialized sense. It continuously switches between true and false, remaining at each state for a user specified time.

Function and Range

Function defines the mathematical function used by the Mover to calculate the values in one period. The duration of a single period is defined by the Duration property. The Sine and Cosine functions result in smooth ease-in and ease-out animations. The Linear function produces constant animations, whereas the Alternator mode switches between Min and Max values. The Random function produces random values within the specified range - one new value in each period. Infinite will run indefinitely from 0 on in a linear manner. Each period the result will increase by the given range.

Keep in mind that the Infinite function will produce results in regards to the Cluster Clock if it is used in Absolute mode. Because of the floating point number precision this will eventually result in inaccurate results on systems that are running in long term .

Enabling Swing will produce a continuous and smooth curve. With the functions Alternate, Random and Infinite the Swing property has no effect.

Immediately upon completion of one period, the OnRepeat event is fired and a new period begins. If the mode Random is selected the randomness can be controlled by the Seed property. If Seed is set to 0 the random value sequence will be always a different one. If Seed is not 0 the random sequence will always be the same for all Movers with the same Duration, Min and Max values. This e.g. makes it possible to get same random sequences across multiple machines in a Ventuz Cluster.

Time and Speed

The property Duration defines the actual time for processing one period in seconds. Mode controls how Duration in relation to global time is handled:

  • Absolute
    Time is handled as a global continuous parameter. All Movers set to Absolute mode share the same time basis. The property Offset adds a constant offset to the global time value. A duration of 1.0 at the first Mover and a duration of 2.0 at a second Mover will run 100% synchronously. However, the first Mover performs two periods in 2 seconds where the second Mover performs just one.

    On-the-fly changes of the Duration in Absolute mode will result in a jump inside the period because the time has to be aligned to the global clock.

    Only movers in Absolute mode are synchronous in a Ventuz Cluster.

  • Relative
    Time is handled as a local parameter and not synchronized to the global absolute time. Therefore on-the-fly changes of the Duration will speed up or slow down the Mover.
  • OneShot
    In this mode, the Mover has to be triggered manually by the Nudge method to perform one single period. The Mover stops at the end value of the selected function. Invoking the Reset method will reset the value to the start value of the period. If the Mover has completely reached the end of its period, the OnRepeat event is fired. A reset during the period will interrupt it and no event will be fired.
  • Infinite
    This mode is similar to the OneShot mode except the Mover will continue with further periods until it gets reset by the Reset method being invoked.

The methods Nudge and Reset have no effect if the Mode is not set to OneShot or Infinite.

See also:
  • Animation and State Engine

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