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Ventuz Introduction

  • Introduction
  • Getting Started
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  • Frequently Asked Questions
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Quick Guides

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General

  • Index
  • What's New
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  • Supported Formats
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  • Migrating Content to Ventuz 5
  • Summary Shortcuts
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Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
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  • Realtime Rendering
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  • Working with Nodes
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  • 2D Workflow
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  • Best Practices
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  • Deploying a Ventuz Presentation
  • Render to Disk
User Interface
  • Designer User Interface Index
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  • Renderer Window
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2D Workflow
  • 2D Workflow Index
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  • Layer Editor
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3D Workflow
  • 3D Workflow Index
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  • Layer Editor
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  • Unreal Integration
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Logic Workflow
  • Logic Workflow Index
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Animation Workflow
  • Animation Workflow Index
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Project Structure
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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
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Ventuz Director

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  • Glossary
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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
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  • 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
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  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
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  • MIDI
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  • 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
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  • Enumeration
  • Expressions
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  • 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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Arrow

Anchor Arrow Renders an arrow or line going from the position of this Node to one or several Anchors.
Path Arrow Renders an arrow or line along a Path.

The Arrow Nodes are able to render extruded lines in the scene. There are two types of Arrows for the different kinds of definitions of the line: The Anchor Arrow renders a line from its position to the position of a given Anchor. The Path Arrow extrudes a given Path. The type of the arrow can be changed with the Source property group.

In the Profile property group you can define the shape of the extrusion.

At the end of the rendered line you can place a Tip Mesh with its own Transformation and Material. Tesselate adjusts the tesselation of all arrows and the ShaftLength defines to which point the extrusion reaches, moving the Tip to that point.

Profile Property Groups

The Tube property group defines a pipe-like extrusion of the given path.

Diameter is the size of the extrusion, Tesselate defines the resolution of the extrusion ring. With the Mode you can define the type of the used surface - Edged will create straight edges, Round creates a continuous surface. The bevel modes will create an edged surface with straight (EdgedBevel) or round (RoundBevel) corners. BevelSize changes the amount of each side of the tube that should be part of the bevel.

ScaleTextureU,V changes the scaling of the UV coordinates of the Tube.

Material and CapMaterial define the according Materials.

Transformation Property Groups

Identity

The Identity property group provides the mathmatically neutral matrix.

Manual

Manual builds up a matrix depending on the Position, Rotation and Scaling properties that work similar to those of the Axis Node.

Simple Scale

Simple Scale defines a uniform scaling on all axes only - this can be used instead of the Manual property group for overviewability of the containing node.

Anchor

Anchor provides a reference to an Anchor Node whose world matrix is used to overwrite the original world matrix.

Transform

Transformation works similar to Manual but you can append an additional Transform Property Group to it. This way you can e.g. add an offset to a given Anchor's position before applying it to the containing node.

Matrix

Lastly Matrix uses an existing Matrix from the scene's logic.

Anchor Arrow

In the Anchor Source property group you can define how the node interprets the given Anchor. The MultiMode adjusts how the given chain of anchors is handled. FromCenter will render all arrows starting at the position of the Arrow Node. Linked will render a chain of arrows along all given anchors. LinkedWithTipAtEnd renders the Tip Mesh on the last anchor only making it seem like a single arrow. Single renders along the whole anchor chain as well but leaves out every other connection between anchors so they appear as individual arrows.

AbsoluteArcHeight and RelativeArcHeight change the curvature of the arrow by adjusting its maximum height. Absolute changes the height in world units and relative creates a height relative to the distance between start and end of an arrow. Curvature changes the course of the arrow - the lower the rounder and the higher the more peaked.

If the shaft is visible through the Tip Mesh you can shorten it with the ShortenShaft property.

Path Arrow

If the Source property group is set to Path the extrusion will follow a given Path. Possible sources are Path Property and Path Provider.

Path Provider Property Groups

Each Path Provider passes a Path to the consisting node. Except on the Path Provider Node there are only two available Property Groups.

Path Loader

The Path Loader will load a path that was saved in a Ventuz Path File (.VPATH}) or an .SVG file. To import a Path to Ventuz and thus create a Ventuz Path File please see the Geometry Import Live Node.

Imported paths have points in 3D space and segments as defined in the software they are coming from. Paths from SVG Files have points in 2D space and each segment represents a <path>-element in that SVG File. All non-path elements of the SVG are ignored.

The units given in the loaded path file will by default directly apply to Ventuz units when not applying any scaling to the path.

If the AutoUpdate flag is turned on the Path Loader will automatically update the node whenever the loaded path file was changed.

The Path Loader provides several Presets for faster and easier usage.

Path Presets

3D Presets

These presets are used by Geometry Nodes like the Path Loader.

Geometry

Description

Internal resource name

Geometry

Description

Internal resource name

3D Helix

internal://Geometries/helix3d.vpath

2D Flower

internal://Geometries/flower2d.vpath

2D Ventuz Text

internal://Geometries/ventuz2d.vpath

Path Property

The Path Property is used to reference any path that is present in the Scene's Logic. Using this option enables you to first apply any kind of logic to the given path before using it on the corresponding node.

See also:
  • Axis Nodes
  • Path Nodes

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