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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

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
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COLOR/MATERIAL
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DATA
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E2E
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GEOMETRY
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INTERACTION
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INPUT/OUTPUT (I/O)
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LAYER
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LIGHT
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LOGIC
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RENDER OPTIONS
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SOUND
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SLIDES
  • Slide Manager
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TEXT
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TEXTURE
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VR/AR
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WORLD
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  • Container Info
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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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Table of Contents

  1. Hatch Shader Material Stage
  2. Hatch Node
  3. Hatch Texture

Hatch

Hatch Creates non-realistic rendering. 3D Elements look like they are sketched or hatched.

The Hatch Node is used to create a non-realistic shading on the 3D Elements it is applied to. The actual shading is done by a Material Node using a Hatch Shading Material Stage. The Hatch Node is only needed when you want to use a custom texture for the hatch shading.

Hatch Shader Material Stage

To create a hatch effect you need a Hatch Shading Material Stage on a Material. There you can adjust some options of the shading.

The Hatch Shader basically multiplies the current color of the Material with the PaperColor. The darker a Material gets due to the lighting, the more InkColor from Hatches will be applied. Hatches are samples of the defined Hatch Texture.

Preset offers you four default Hatch Textures to use: cross, lines, curves and letters. If you choose any of these you do not need a Hatch Node. When set to Hatch Texture it uses the Texture created by the nearest parent Hatch Node. If there is none, the Hatch Shading Material Stage does not affect the shading.

Mapping defines how to apply the textures onto the objects. You can use one of the two UV Sets of the geometry or a Triplanar Mapping, based on the Object, World or Camera Coordinate System. Scaling changes the size of the applied hatches.

MipMapBias changes the starting MipMap of the Hatch Texture. The higher the MipMap, the rougher the applied Texture. The Hatch will be applied in several steps, each time getting a little rougher, starting with the least rough one in the first step.

Invert creates an inverted effect of the Hatch Shader. It does not multiply with the PaperColor and add hatches of the InkColor wherever there are dark spots, but instead it multiplies with the InkColor and adds hatches of the PaperColor wherever there are bright spots.

Specular defines whether or not to take the specularity of the Material into account.

Hatch Node

If you have defined to use a HatchTexture in the Preset property of the Hatch Shader Material Stage of the Material Node you need to place the Hatch Node in front to provide it with a custom Hatch Texture. It has options to change the behavior of the Hatch provider.

StrokeImage defines the File Path to the Hatch Texture. With Strokes you can define how many Strokes are stored in the image. You can use up to 16 different Strokes. If BlackOnWhiteInput is set to true the Hatch Shader will interpret Black Color in the Texture as Strokes - this is useful for the InkColor.

Steps will define how many steps the Shader should go through with this texture - each step will create less and less rough strokes. With the TextureSize property you can adjust the size of the Texture in the GPU Memory. Mipmaps defines how many mipmaps to generate for each hatch.

The properties in the Pattern Category change the behavior of the hatches themselves. RandomSeed defines the seed for the randomization process in the Shader. When set to something else than 0 it will look the same on every load when all other properties are the same. When set to 0 it will look differently each time the scene is loaded.

WidthAverage and HeightAverage define the average height and width respectively while WidthRandom and HeightRandom define the maximum variance.

FlipPattern defines when to use horizontal and vertical strokes depending on the step the shader is currently calculating.

Hatch Texture

To create a Hatch Texture, you need to have a squared texture that has strokes on a 4x4 pattern on it. If you do not want to use all 16 strokes you still need to align the used ones in the 4x4 pattern. By changing the Strokes property of the Hatch Node you can avoid empty parts of the texture. The following image illustrates in which order you should add the strokes.

See also:
  • Material
  • ​Wikipedia: Mip Mapping

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