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Ventuz Introduction

  • Introduction
  • Getting Started
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Quick Guides

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General

  • Index
  • What's New
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  • 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
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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
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  • Find and Replace
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2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion 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
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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
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  • 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
  • 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
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  • Summary Shortcuts
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Ventuz Director

  • Index
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  • 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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SVG Loader

SVG Loader Rasterizes Scalable Vector Graphics coming in as File or XML Text.

The SVG Loader Node is able to create a Texture in the respective dimension based on an SVG File or XML Text. The source can be changed with the SVG File or SVG Text Property Group options.

Usage

Width and Height define to which dimensions the SVG File should be rasterized. If set to zero it will use the dimensions given in the SVG file.

To avoid misunderstandings: the SVG is not handled as a Geometry or Vector object but rendered to a Texture and therefore is not resolution independent!

Once loaded, the SVG Loader Node will fire the Loaded Event. If the file cannot be loaded by the SVG Loader it will fire the Failed Event.

Beside the SVG File Loader that allows to load SVG files directly, you can use the SVG Text to create an SVG from XML text.

Note that an SVG File is an XML File with a specific structure and thus can be loaded and modified with an XML File Node before using it in an SVG Text Node.

The following listing shows an example SVG that will render as the Ventuz Logo.

Example:

<svg viewBox="0 0 785.45331 240.56" height="240.56" width="785.45331" id="ventuz_svg" version="1.1" xmlns="http://www.w3.org/2000/svg">
  <g transform="matrix(1.3333333,0,0,-1.3333333,0,240.56)" id="g10">
    <g transform="scale(0.1)" id="g12">
      <g id="g14">
        <g id="g16">
          <path id="l" style="fill:#f04c1d;fill-opacity:1;fill-rule:nonzero;stroke:none" d="M 388.262,1804.2 H 0 V 0 H 388.262 V 139.98 H 140 V 1664.2 h 248.262 v 140" />
          <path id="V" style="fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" d="M 839.199,370.398 398.27,1386.2 H 649.59 L 839.199,910.656 1027.32,1386.2 h 251.31 L 839.199,370.398" />
          <path id="E" style="fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" d="m 1323.09,441.141 v 945.069 h 769.01 v -222.73 h -537.24 v -127.91 h 437.91 V 812.855 H 1554.86 V 663.84 H 2092.1 V 441.141 h -769.01" />
          <path id="N" style="fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" d="M 2369.82,930.23 V 441.141 H 2139.58 V 1453.94 l 564.33,-556.815 v 489.085 h 230.26 V 373.391 L 2369.82,930.23" />
          <path id="T" style="fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" d="m 3238.97,1163.48 h -255.84 v 222.72 h 743.42 V 1163.48 H 3470.72 V 441.141 h -231.75 v 722.339" />
          <path id="U" style="fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" d="m 3775.54,832.418 v 553.792 h 230.24 V 867.016 c 0,-70.246 18.06,-124.676 54.16,-163.266 36.12,-38.66 82.26,-57.941 138.47,-57.941 56.16,0 102.32,19.281 138.44,57.941 36.12,38.59 54.19,93.02 54.19,163.266 v 519.194 h 231.72 V 832.418 c 0,-112.387 -39.1,-208.207 -117.35,-287.438 -81.29,-81.281 -183.6,-121.921 -307,-121.921 -123.41,0 -224.77,40.121 -304.01,120.39 -79.25,80.27 -118.86,176.582 -118.86,288.969" />
          <path id="Z" style="fill:#ffffff;fill-opacity:1;fill-rule:nonzero;stroke:none" d="m 5069.76,1163.48 h -403.32 v 222.72 h 814.12 l -462,-722.36 h 427.43 V 441.141 h -832.24 l 456.01,722.339" />
          <path id="r" style="fill:#f04c1d;fill-opacity:1;fill-rule:nonzero;stroke:none" d="m 5502.69,1804.2 h 388.25 V 0 h -388.25 v 139.98 h 248.25 V 1664.2 h -248.25 v 140" />
        </g>
      </g>
    </g>
  </g>
</svg>

Output:

Limitations

There are some limitations to the Ventuz SVG Nodes.

SVG Text needs to be tested carefully since it has a lot of limitations and inaccuracies:

  • the SVG Node uses GDI to render text
  • only fonts installed on the System can be used
  • alignment and pixel pitch do not work in an exact way

Embedded Images work, but not all compositing features and blending modes are supported. Online references are not recommended.

CSSs must be embedded in the SVG document to work and not all features are working.

Animations, Interactions, Filters, Effects, Clipping and Masking are not supported and do not work.

See also:
  • Material Node
  • SVG Layer
  • Supported Formats
  • ​https://en.wikipedia.org/wiki/Scalable_Vector_Graphics

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