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Ventuz Introduction

  • Introduction
  • Getting Started
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  • Frequently Asked Questions
  • Common Mistakes
  • Deploying a Ventuz Presentation
  • Scene Performance and Tweaks

Quick Guides

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  • Business Logic
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General

  • Index
  • What's New
  • Ventuz System Requirements
  • Communication Protocol Overview
  • Configuration Editor
  • Audio / Video Configuration
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  • GPI Configuration for Runtime or Director
  • Supported Formats
  • Supported Hardware
  • Multisampling / Anti-Aliasing
  • Input Subsystem
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  • Migrating Content to Ventuz 6
  • Migrating Content to Ventuz 5
  • Summary Shortcuts
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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
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2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
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  • Hierarchy and Content Editors
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3D Workflow
  • 3D Workflow Index
  • 3D Workflow
  • Hierarchy and Content Editors
  • Renderer Window
  • Camera Navigation
  • Manipulate Objects with Gizmos
  • Layer Editor
  • Property Editor
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  • 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
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  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • Unreal Integration
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  • 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
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Project Structure
  • Project Structure Index
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  • Projects and Scenes
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Management
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  • Scene Tree
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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
  • 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
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Ventuz Director

  • Index
  • Introduction
  • Environment
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  • User Interface
  • Assets
  • Taking Action
  • Property Editor
  • Shot Box
  • Project Data
  • Pages
  • Playlist
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  • 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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Serial

SerialText Provides functionality for the communication via the Serial Port.

Serial Text

The Serial Text node is able to send and receive simple text messages across a serial (COM) connection. Also it provides the ability to access the RTS/DTR (output) and CTS/DSR/CD/Ring (input) lines to improvise simple GPI/GPO. Setting the RTS/DTS properties will raise the corresponding line signals. The incoming line signals are indicated by their corresponding properties.

SMPTE Breaks are currently not supported.

Port Settings

The property Port defines which COM port is addressed. The actual system port has to be declared in the Device Mapping. By default, the first port is COM1, the second COM2 and so on. The other port properties Baud, DataBits, Parity, etc. define the line settings how the port is accessed. A change to any of these properties forces Ventuz to close and re-open the port again.

It is highly recommend to use only one single Serial Text node per COM port within a single scene or scene tree because multiple nodes would interfere with each other!

Encoding

The Serial Text node sends and/or receives text based messages to/from a connected device. Ventuz internally handles all text (strings) as Unicode characters which have to be converted to/from the text system used by the device. The property Encoding defines which encoding has to be used, the default being ASCII.

The two properties StartOfText and EndOfText define standard characters prefixed/appended to every message send or received. If start or end characters are defined they are automatically attached to each message sent out and removed from every received message. The following table lists the available standard start and end character sequences:

<Zero> Zero #00
<STX> Start-Of-Text #02
<ETX> End-Of-Text #03
<CR> Carriage Return #13
<LF> Line Feed #10
<CR><LF> Carriage Return, Line Feed #13,#10

If StartOfText and/or EndOfText is set to Custom a user-defined sequence of characters can be used for STX and/or ETX. Custom sequences are also HTML decoded (e.g. &#27; for ESC). Please note that ETX must contain at least one character.

Messages

Messages are defined via the Custom Model editor. An out message is expressed by a Method and an in-message as an Event. For every Message created, two new node members are attached to the node:

Direction Message Name Function Message Text Description
outSend1 Method SendSend1 OutSend1 If the method !SendSend1 is called, the corresponding message !OutSend1 is transmitted immediately.
inReceive1 Event OnReceive1 InReceive1 The event !OnReceive1 is fired as soon as a message is found in the input queue matching the corresponding message text !InReceive1.

Wildcards or check sum calculation and checking is not supported. The Serial Text nodes have been designed to send/receive simple text commands only to trigger animations, presets, etc. To achieve more complex serial communication, please consider to use the Script nodes.

Binary Data

If messages containing binary data are required, the Convert To Text Node can be used to decode HTML encoded strings. Connect the In or Out message property to the output of the Convert To Text Node. Put the WebEncode/Output property to DecodeHTML and enter the HTML encoded text into the Format property.

&#49;&#27; Character "1" followed by ESC(27)
{0:0000}&#27; Value0 as for digit number followed by ESC(27)
&#240; byte 240 if ISO 8859-1 encoding is used.

The Serial Text node itself also parses HTML entities! The Convert To Text Node is only needed if you need to construct dynamic messages. Static messages can be entered directly in the In and Out properties.

It is highly recommended to the the ​ISO-8859-1 encoding when binary data are required. This codepage maps the complete first 256 unicode assignments to an 8bit word.

See also:
  • Convert To Text Node
  • ​Wikipedia: RS232
  • ​Wikipedia: RS422/423/485
  • ​Wikipedia: ISO 8859-1

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