Navigation

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
« Previous:
» Index «
Next: »

Table of Contents

  1. Mesh Capabilities
  2. Geometry Import
    1. Properties
  3. Geometry Import Live
    1. Installation
    2. Set Up the Live Link
    3. Configure the Live Link
    4. Sending Animations
      1. Mesh Sequence / Vertex Animation
      2. SRT Animation

Geometry Import

Geometry ImportAllows importing many 3D content in industry standard formats like glTF, Collada, FBX, 3DS, OBJ, etc..
Geometry Import LiveCreates a Live Link with Maxon Cinema 4D, every changes made in the Cinema 4D scene are updated live in the Ventuz Scene

Models in standard industry formats have to be imported and converted to the native Ventuz Mesh Format (.vzm) before they can be used in a scene via a Mesh Loader node. For further information on these formats see the Supported Formats page.

Not all of these formats store information about lights, cameras, animation, textures, materials and so forth, Ventuz then only imports the geometric data.

In order to import geometry from any of the above formats place a Geometry Import Node in your Hierarchy after which the resulting Mesh will be placed.

Once the import is complete, a .vzm version of the model is stored in the Projects Folder Structure and Geometry Renderer nodes with the Mesh Loader property are added to the scene hierarchy.

Mesh Capabilities

A Ventuz mesh has the following limitations and capabilities:

  • Per-vertex position, normal, texture, tangential and binormal information.
  • Tangents and binormals will be imported if there is no information about them they will be calculated.
  • Two sets of texture coordinates containing U/V-values is stored per vertex.
  • VZM Files are also able to have 3D Texture Coordinates.

Geometry Import

In contrast to the Mesh Loader Node the Geometry Import Node is able to import Standard Industry Formats. You can specify a file path and then update the node. In this process, Ventuz creates a Ventuz Mesh File based on the defined parameters. Afterward, the Geometry Import Node creates Child Nodes that render the imported mesh. If necessary it will create Axes, Materials, Keyframe Animations and Mesh Loader Nodes in order to accomplish that.

Properties

After placing the Node you need to specify the Asset property to define which Geometry file to import. Afterward, you need to specify all import options.

General

Asset is where you specify the geometry file to import. ApplyCamera will activate the first found Camera inside an imported file - you can disable this property to manually select and activate a camera. CreateNodes should be checked to create at least some nodes. You can uncheck the option to ImportCameras if you want to have just the Geometry imported. Lights will be imported since the ImportLights is checked per default. You can define an own scaling factor by using the Scale and type any factor. With the UpdateNodes option you can enable or disable the updating of the already imported geometry and nodes, but to have newly added geomtries, lights, cameras or animations still added to the scene if they are new to the imported file.

Material

ImportMaterials will allow the Node to read out the Materials in the Imported file and add Material Nodes accordingly. Ventuz will create material reference nodes if your imported mesh is using the same material across the whole imported mesh. You can then easily access and modify properties of the created content material node to apply changes to your materials.

You can invert the Opacity of the Material with the InvertAlpha boolean. NoLighting will set all material nodes to have the NoColor - Shading. This is very useful if you have baked textures which have generally the lighting baked into the textures.

Animation

AnimationSpeed adjusts the scaling of frames in between keyframes when importing an animation. To import Keyframe Animations check the ImportAnimation flag. Sometimes Animations are put into different slices and will not be played back properly, therefore we have set the MergeAnimationSlices as default. If it happens that an animation is overwritten by another animation slice/channel you should turn this off. This happens for some animation tools and can not be foreseen by Ventuz. If SingleAnimationNode is turned on all imported keyframe animations are merged into a single node. Otherwise every created node will have its own Keyframe Animation Node.

BoundingBox

The BoundingBox properties will adjust the pivot points of each imported mesh. If set to None it will use the defined pivot in the geometry file. Otherwise, it will use the right, center or left point in the bounding box of the imported mesh. When PreserveOffsets is turned on Ventuz adjusts the subset's positions so that the resulting mesh will look the same even with different pivot points.

Faces, Normals, UVs

In the Process Category you can change the interpretation of the Geometry while importing. AutoNormalSmoothAngle will set the angle in degrees at which the polygons will be grouped together into one smothing group or when a phong break will occour.

FlipNormals will use the exact negative vectors of the normals of each face. FlipUV will reverse the UV Coordinates by subtracting the original UV coordinate of a Vertex from 1.

Optimize

The Optimize Category offers several options that allow for performance-wise optimization. The CollapseTransformChains takes chains of axes that are not animated and only have single children and collapses them into a single node. If the imported file contains animations any on of these axis, the optimization can not be applied.

When BakeTransformations is turned on the Node bakes all Offsets of the pivots of each Subset into the resulting Mesh, so that there is no need for Axis Nodes.The CleanAnimations boolean goes trough all animations and removes all unnecessary keyframes and removes animation channels with repetitive or same keyframes, it may happen that a channel is filled with "same value" keyframes which have no function, for example always scaling 1.0 keyframes. MergeMaterials will allow the node to look at the resulting Materials and merge all that are equal to each other so that their children will be placed in the same subtree. MergeSubsets will also merge all Subsets that have the exact same parent nodes (due to baked transformations and merged materials). The following table illustrates some of these cases for better understanding.

No Merging Merge Materials Merge Materials+Subsets

Once the input asset has changed you might want to update the Geometry Import Node to re-import the geometry. This is easily available through the update button. The CreateNodes boolean defines whether this Node is allowed to create any new Nodes in that process. If not, it may only update existing Nodes. UpdateNodes is the equivalent boolean for updating nodes. If disabled, the importer may not update existing nodes and instead creates new ones only. The node will always first try to Update existing Nodes (if allowed) and only if that is not possible it will create new ones (if that is allowed).

Resulting File
When done you can click on the Update Button on the bottom of the Property Window. Now Ventuz will import the chosen Geometry File and create a .vzm file in the project's Geometries Folder that has the same name as the original file. Ventuz will by default generate a new folder for each imported geometry using a GUID as the folder's name. If you want to specify an own subdirectory use the SubDirectory property.

The SubDirectory string will be handled as a URI - if you want to have no Subdirectory for the imported geometry input a . and Ventuz will place the resulting files directly in the Geometries-Folder.

Any Error or Warning during the import process will be shown in the Message Log - please check there first if you expected a different result.

Geometry Import Live

Ventuz opens up new and more efficient workflows for importing 3D content by offering a live link to your content in Cinema 4D Studio. This means every change you make to a mesh in Cinema 4D will update the linked mesh in your Ventuz Scene automatically and in real time. This Chapter will discuss how to set up such a link and how to use it.

The Ventuz Plugin for Cinema4D works only with Windows Systems. Macintosh systems are not supported!

Installation

In order to use the Live Link Feature you first need to add the Ventuz Plugin to your Cinema 4D installation.

  1. Install Cinema 4D Studio R16 or higher.
  2. Open it at least once with each user that needs to use the Ventuz Plug-In.
  3. Find the Ventuz Installation Folder. By default, this is C:\Program Files\Ventuz Technology Group\Ventuz 6. Start the Cinema4dPluginInstaller.exe.
  4. Choose whether to install for the current user only or for all users. If the program does not find the needed directories you might need to specify them manually.
  5. Restart Cinema 4D and you are done!

Set Up the Live Link

To be able to use the live link you must have both Ventuz and Cinema 4D open on your machine.

To create the Link you first have to create the endpoint on the Cinema 4D side. To do that, select any object in the Hierarchy Tree of your Scene. By clicking on the Tags menu and finding the Ventuz Tags submenu you can add a Ventuz Setup Link to it. This tag creates an endpoint which Ventuz is able to connect to.

Now you may select any Geometry, Spline, Camera, Light or null that is a child of that object to add a synchronization link. Use the Ventuz Object Link for that.

To load your object in Ventuz you simply place a Geometry Import Live Node in the Hierarchy in your Ventuz Scene. On the bottom of the properties window you can find a Menu named Live-Link. Open it and you can see a list of all currently supported software. In each of those you see the objects with a Ventuz Setup Link Tag in the open scene in Cinema 4D. Select the one you want to use and click on Update. When opening the Dropdown menu again you can change the connected Object or disconnect completely.

Every Mesh you import this way will be saved in your project directory in the Geometries Folder named with an automatically generated UID. You are able to copy and rename it to be able to reuse the geometry as if it was imported with the Standard Geometry Import Node.

Node chains only get deleted if they a) "belong" to that importer / setup tag, b) aren't present at that place in the hierarchy coming from C4D, and c) are still linked to their original tag. So either unlinking the Axis or putting something in front of it will shield that node from deletion.

In the Output Properties, you can find the DocumentName. This is set to the last Cinema 4D Scene Name that the Geometry Live Link node was connected to.

The Document Name will only change if the Files have been saved at least one time!

Configure the Live Link

Ventuz is able to read several properties of a Geometry from Cinema4D. To define which properties should be sent, you can configure the Ventuz Object Link Tag. Click directly on the Tag in your Cinema 4D scene's hierarchy (clicking on the Object in the Hierarchy does not do - you need to click the tag itself). Now in the Attributes Window you can adjust everything regarding that tag.

All changes to the tagged geometry or its modifiers will be automatically updated and sent to Ventuz - if activated in the Tag. Whereas every change to a property of the Tag itself needs a manual update of the Geometry Import Live Node in Ventuz to take effect.

Use Object Name will define if Ventuz should use the same Name as Cinema4D for the created Node or if you want to set a different name for it. You may also create a Name Suffix to append to the Name in the Cinema4D scene. Force Refresh will update the Nodes in your Ventuz Scene while Connection Status displays if the geometry is used for a Live Link.

The animation related properties will be discussed below. Sending Enabled controls whether to send information or not. Send Geometry defines whether information about the Mesh of the object should be sent and Send Transformation will enable sending the transformation data relative to the parent object in the scene's hierarchy. Send Camera will send the Cameras Position and animation. While if you have created a 2D Text or Spline you can enable the Send Spline data.

To use the Path somewhere else in your scene you first need to save the scene. This will also serialize the Path to a Ventuz Path File in your Geometries directory.

The Material Options define which Properties of the Material to send. If none of these options is enabled, Ventuz will not create a Material Node. Note the differences in the naming of the maps in Ventuz and Cinema4D.

Cinema4D Term Ventuz Term
ColorDiffuse
LuminanceEmissive
SpecularSpecular
Normal TextureNormal Map
Displacement TextureDisplacement Texture
Diffusion TextureBase Color/Ambient Occlusion

For each property you can choose to include or ignore the Texture and its Alpha Channel. The Color, Luminance, Specular and Specular Mask may have a default value in the Material and thus can be sent without using a texture. The Normal Map, Diffusion Texture and the Displacement Map may only be sent via texture.

When a Texture is set to send, but is not applied in Cinema4D, Ventuz will apply its default checker texture. Therefore, if not using a texture you should disable the Texture Flag to be sure to send a solid colored object and not a checkered one.

To have a detailed description of those terms and the different functionality of the textures see the documentation of the Ventuz Material System.

If you can not establish a link to Ventuz please check in Cinema4D: Edit->Preferences->Ventuz Live Link the IP adress / host name of the Ventuz Machine! This should be left empty, you can try "localhost/127.0.0.1" or if your Ventuz instance is on another machine type the correct adress here!

Sending Animations

The Ventuz Live Link can handle two different types of animations. Mesh Sequences and SRT (Scale Rotate Translate) animations. The least are simple keyframe animations based on bezier curves that simply translate rotate or scale the mesh in the world while the Mesh Sequence is deforming and transforming the whole mesh and may take a lot of resources depending on the complexity / vertex count and amount of frames.

Mesh Sequence / Vertex Animation

To submit a Mesh - Animation you can create it in your scene as usual in Cinema4D - add some keyframes in the scene's animation timeline and adjust some properties of your geometry or its modifiers and link them to the keyframes. To send them to Ventuz you have to first define the wanted time interval with Start/End of Animation and can then click on Create Animation. If you want to delete the Animation, click on Clear Animation. This will transfer the range for the selected Mesh Sequence.

On the Ventuz side you can animate through the defined keyframes by using the Frame property of the Mesh Loader Node (not the Geometry Import Live Node). To be able to send the Animation you must make sure that you enabled the properties in the Object's Ventuz Tag.

SRT Animation

A Standard SRT Animation will be updated as soon as you added some keyframes to the geometry, for example translated and rotated it at different keyframes and hit the Update button on the Ventuz side. This will automatically create a Keyframe Animation node inside the content editor and have a binding to the respective axis.

You can set the Control Property of the Keyframe Animation to control / Start / Stop the animation as usual.

See also:
  • Mesh Loader Node
  • Geometry Import
  • Material Node
  • Axis Node
  • Keyframe Animation
  • Supported Formats

« Previous:
» Index «
Next: »
Copyright 2022 Ventuz Technology