This Node overview contains a full list of all Ventuz Nodes.
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| KeyframeAnimation | This node contains the animation curves and the animation logic for all bound properties. |
| Animation Group | Groups different Keyframe Animations to be concurrent in the Template Engine. |
| Simple Control | This node offers the complete animation between the very first and the last keyframe in a timeline as a progress value ranging from 0% to 100% |
| Timeline Control | This node offers a functionality similar to Simple Control, but it manages the animation on a time base. |
| Mover | This is a multi-purpose node for generating values within a specific range. |
| Alternator | This node alternates values by true or false. The duration of each state can be specified. |
| AnimationRig | This node provides animations for a mesh, and can be used to load .vzrig files and mix their included animations for the skeletal meshes |
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| Alpha | This node controls the transparency of rendered objects. |
| Color Solid | This node sets the object color without any lighting influence. This results in a flat, light independent shading. |
| Color | Inherits the Lighting Model and applies a color. |
| Color Picker | Samples pixels on a given texture and Outputs their color. |
| Material | This node controls the lighting, texturing and shading of an object. It provides shading, layering, blending and masking tools to combine various elements, techniques and styles. |
| Sky Box | Simulates an environment and is able to light the scene using an image. |
| PBR Sky Box | Simulates physically based lighting using a HDRI texture. |
| RGBA to Color | This node sets the values for Red, Green, Blue and Alpha independently and outputs a Color property. |
| Color to RGBA | This node splits a Color property into its RGBA components. |
| HSLA to Color | This node sets the values for Hue, Saturation, Luminance and Alpha independently and outputs a Color property. |
| Color Transformer | This node offsets the values for Hue, Saturation, Luminance and Alpha independently and outputs a Color property. |
| Color Transformer (Linear) | This node allows to modify the values for Exposure, Hue, Saturation, Lift, Alpha and outputs a new Color property. |
| RGBA to Color | Uses float values as input and converts it to a Color property. |
| Color to RGBA | Converts the Color input property to float RGBA output values. |
| HSLA to Color | Uses the OKLCH Color space with three available values for Lightness, Hue and Chroma and converts it to RBG values. |
| Color Transformer | Mixes two input color values to a resulting output color. |
| Fog | This node blends the color of objects with a chosen fog color based on the depth of objects in a scene. |
| Ground Fog | This node blends the color of objects with a chosen fog color based on the depth of objects in a scene and behind a defined plane in space. |
| HLSL Shader | A customizable HLSL shader implementation. |
| Substance Material | Loads Substance Designer Materials in .sbsar format. |
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| JSON Parser | This node takes a JSON string and provides its content for further processing. |
| XML File | This node loads an XML file and provides its content for further processing. |
| XML Text | This node converts a text string in an XML document and provides it for further processing. |
| XSLT | This node transforms XML documents into other XML or 'human-readable' documents. |
| XPATH Expression | This node provides access to the data of XML files. |
| Excel Workbook | This node provides access to the Microsoft Excel files. |
| Excel Cell(Row, Column) | This node reads Excel cell data specified by a row and column index. |
| Excel Cell(Name) | This node reads Excel cell data specified by the cell name. |
| Excel Range Array | This node reads a range of cells containing numbers and provides them as a float array. |
| Excel Custom Range | This node reads a range of cells and fills a user defined data structure. |
| RSS/RDF News Feed | This node provides access to RSS or RDF News feeds on the Internet. |
| ResourceLinker | This node links project resources to the current scene. It makes sure that these resources are included in a Presentation/Archive export. |
| TextFile | This node provides access to the content of a text file. |
| Database | This node provides bi-directional communication with ODBC, MSSQL, OleDB, Oracle or MySQL databases within a scene. |
| Query | This node provides a database query command. |
| NonQuery | This node provides a database non-query command. |
| Row | This node provides a database row access. |
| ColConcat | This node provides a database column concatenation functionality. |
| Scalar | This node provides a scaler database command. |
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| E2E Axis Input | Receives a transformation matrix from the connected external engine and applies it to the Ventuz world matrix. |
| E2E Axis Output | Reads the current Ventuz world matrix and sends it to the connected external engine. |
| E2E Control | Watches and controls an E2E connection to another render engine (e.g. Unreal Engine). |
| E2E Data Input | Receives custom ancillary data from an existing E2E connection to an external engine. |
| E2E Data Output | Sends custom ancillary data to an existing E2E connection to an external engine. |
| E2E Provider | Establishes a connection to an external engine, starts it and passes the connection reference to any node that needs it. |
| E2E Layer | Receives the color buffer and depth buffer from an external engine and composites Ventuz 3D Objects into them synchronously. |
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| LineChart | A line chart geometry automatically generated based on the Values input property. |
| AreaChart | An area chart geometry automatically generated based on the Values input property. |
| Circle | This node provides a circle (and ring) geometry. |
| Cone | This node provides a conical geometry. |
| Cube | This node provides a (beveled) cube geometry. |
| Cylinder | This node provides a cylinder (and tube) geometry. |
| Torus | This node provides a torus geometry. |
| Sphere | This node provides a spherical geometry. |
| Rectangle | A flat, rectangle shaped mesh primitive. By far the most frequently used geometry in a typical Ventuz scene. |
| Rounded Rectangle | Similar to Rectangle but each corner individually can be made either rounded or sharp. |
| Gradient Rectangle | Similar to Rectangle but can be assigned two color values to create a resolution independent gradient. |
| Volume | This node manipulates or overrides the bounding box information of geometries. |
| Get Bounding Box | This node provides bounding box information for the subordinated hierarchy tree |
| Geometry Renderer | Renders a given Geometry Resource. | |
| Mesh Loader | Loads geometry which has been imported in Ventuz and is stored in the Project folder. |
| Geometry Import | Allows importing many 3D content in industry standard formats like Collada, FBX, 3DS, OBJ, etc.. |
| Geometry Import Live | Creates Live Link with Maxon Cinema 4D, every changes made in Cinema 4D scene are updated live in Ventuz Scene |
| RandomPoints | This node provides random point clouds of different shapes. |
| Particle System | The Particle System Nodes can be used to render a complex simulation of particles in the Ventuz Scene |
| Arrow | The Arrow Nodes are able to render extruded lines in the scene. |
| Path | Takes a path and renders it on screen. |
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| TouchButton | A simple interaction node for just registering touches. |
| TouchExcluder | Special interaction node to exclude subtrees from the intersection testing used to decide which interaction should be activated by a touch. |
| Touch Translation | Single touch gesture to translate an axis. |
| Touch Rotation | Single touch gesture to rotate around an axis. |
| Touch Orbit | Single touch gesture to rotate around multiple axis at the same time. |
| Touch Sphere Orbit | This is a more specialized version of the Touch Orbit node intended for spherical displays and other Globes. |
| Touch Transformation | Two-touch gesture to translate, rotate and scale at the same time. |
| Touch Transformation 3D | Two-touch gesture to translate, rotate and scale at the same time - especially build for use in VR. |
| Touch Pattern | Detects abstract patterns of movements like swipes or circular motions. |
| Touch Paint | Paint on the screen or an object using touch. |
| Touch Proxy | Used to isolate geometry that is only used as a touch target but are not visible to the user. |
| Touch Ripples | Ripples are used to visualize touch positions regardless of the gestures a touch might trigger. |
| Touch Marker | Receiver for unique marker objects such as fiducial, bar-coded objects, and so on. |
| Touch Teleport | Teleports the Camera's origin to the Position of the affected object. |
| 3D Touch Simulator | Simulate a 3D Touch device to interact with Interaction Nodes. |
| Web Browser | An interactive Internet browser that can be used to render HTML or browse the web. |
| Interaction Rectangle | Rectangular geometry collecting and sending interaction events via UDP or ANC channel |
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| Timecode Converter | This node converts e.g. MIDI timecode to a common timecode format and provides its components. |
| Timecode Event | This node receives timecode and fires events at user-defined points in time. |
| Timecode OSC | Receives OSC embedded timecode. |
| Timecode LTC LineIn | Receives LTC timecode. |
| Timecode MIDI | Receives Midi Time Code (MTC). |
| OSC Output | Sends simple data via the OSC protocol. |
| OSC Input | Receives simple data via the OSC protocol. |
| Windows Key | This node informs about keystrokes while the focus is on the renderer window. |
| DirectInput Key | This node informs about every keystroke done on the keyboard. |
| Textfield Input | Concatenates keyboard input received by the renderer window to a single string. |
| IME Textfield Input | Concatenates IME (Input Method Editor) keyboard compositions received by the renderer window to a single string. (far-east languages) |
| Joystick | This node provides information about the state of an installed joystick or gamepad. |
| Channel Aftertouch | Receives or sends Channel Aftertouch Midi commands. |
| Program Change | Receives or sends Program Change Midi commands. |
| Polyphonic Aftertouch | Receives or sends Polyphonic Aftertouch Midi commands |
| Control Change | Receives or sends Control Change Midi commands. |
| Note On/Off | Receives or sends Note On/Off Midi commands. |
| Raw Message | Receives the Raw Midi command. |
| Windows Mouse | Provides absolute pixel coordinates of the cursor if the mouse is in the renderer window. |
| DirectInput Mouse | Provides relative mouse movement information for any mouse activity. |
| TCP Client | Sends messages via the TCP protocol. |
| Serial Text | Provides functionality for the communication via the Serial Port. |
| GPI | Gets the state of a GPIO Board's input pin of the given Index. |
| DMX In | Receives DMX data. |
| DMX Out | Sends DMX data. |
| DMX Trigger | Receives Art-Net Trigger Events. |
| DMX from Texture | Sends color data coming from a texture to DMX. |
| Pan Tilt | Helps to map pan and tilt parameters to the according DMX out channels. |
| HTTP | Sends HTTP requests to a given URI and returns the provided response. |
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| Layer Group | The Layer Group encapsulates some layers together, that can later be treated as a whole. |
| Layer Switch | The Layer Switch encapsulates some layers together with Properties to control which one is displayed in the final result. |
| Color Layer | The Color 2D Layer creates a 2D layer that is completely filled with a constant Color - often called a Solid Layer in other software packages. |
| Gradient Layer | The Gradient 2D Layer creates a 2D layer that is completely filled with a Gradient or Ramp - often called a Solid Layer in other software packages. |
| Image Layer | The Image 2D Layer creates a 2D layer that is completely filled with an Image - often called a Standard 2D Layer in other software packages. |
| SVG File Layer | The SVG File Layer creates a 2D layer that is completely filled with a SVG drawing. |
| SVG Text Layer | The SVG Text Layer creates a 2D layer that is completely filled with a SVG drawing coming in as XML text. |
| Movie Clip Layer | The Movie Clip 2D Layer creates a 2D layer that is completely filled with a Video Clip - often called a Standard 2D Layer in other software packages. |
| Movie Frame Layer | The Movie Frame 2D Layer creates a 2D layer that is completely filled with an Image Frame from a Video Clip - often called a Standard 2D Layer in other software packages. |
| Movie Stream Layer | The Movie Stream 2D Layer creates a 2D layer that is completely filled with a Streaming Video Clip. |
| Live Video Layer | The Live Video 2D Layer creates a 2D layer that is completely filled with a Live Video signal coming from any of the supported Video input methods. |
| Texture Layer | The Texture Property 2D Layer is very similar to Texture Loader Layer above, but it creates an empty texture Property node in the Content Editor - not connected to any particular type of texture. |
| Spout Receiver | The Spout Receiver 2D Layer creates a 2D layer that receives a RGBA texture via SPOUT | |
| 3D Layer | This is a standard 3D Layer using either Standard or HDRI render Engine. |
| 3D Layer Reference | This Layer Renders another 3D Layer a second time, but with the possibility to use another Layout, Camera, IPP Effects, Mask etc. |
| E2E Layer | Receives the color buffer and depth buffer from an external engine and composites Ventuz 3D Objects into them synchronously. |
| Scene Layer | The Scene Layer loads a Ventuz Scene and treats it as any other Ventuz Layer. |
| Template Layer | Template Layers create a layer that is used to access the Template Engine from within the scene logic. |
| Photoshop Import | Loads a complete PSD File, including individual Photoshop layers and properties. |
| Composition | Composition Layers are used to define rendering areas. |
| Layer Mixer | Mix Layers between A/B. |
| Custom Effect Shader | The provider for the effects is a separate Custom Effect Shader content node with the ShaderData output. |
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| Directional | Directional light source. |
| Point | Point light source. |
| Spot | Spot light source. |
| Lighting Group | Defines a group of light sources. |
| PBR Directional | Directional PBR light source. |
| PBR Point | Point PBR light source. |
| PBR Spot | Spot PBR light source. |
| PBR Ambient | Ambient PBR light source. |
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| String | This node provides a constant string value. |
| Boolean | This node provides a constant boolean value. |
| Int | This node provides a constant integer value. |
| Float | This node provides a constant 32 bit floating point value. |
| Double | This node provides a constant 64 bit floating point value. |
| Array | This node provides a constant array of a range of types. |
| Color Value | This node provides a constant color value. |
| Event | This node triggers events. |
| Event Filter | This node filters incoming events by their arguments. |
| Event Dispatcher | Assign an incoming value to an output specified by the index of that output. |
| Value Switch | Dispatch an incoming event to an output specified by output-index. The index can optionally be carried by the incoming event. |
| Multi Switch | This node passes one of a number of input values to the output. All input values have to be of same type. |
| Value Dispatcher | This node processes multiple inputs and passes the result to the output. One can handle multiple input groups with a single index. |
| URL | This node creates a Ventuz or File URI which is needed to specify the location of resources. |
| Toggle | This node toggles between the two output states True and False. |
| Timer | This node provides a stopwatch functionality. |
| DateTime | Provides the local Date and Time split into its components. |
| Value Buffer | This node buffers values until they are needed for further processing. |
| SystemID | This node provides different information about the Ventuz Scene, Project, Configuration and helps to identify machines in a Ventuz Cluster. |
| Render Setup Relation | This Node provides information about the relation between a screen, composition, canvas, output or machine inside a Render Setup. |
| Log | Prints user generated messages to the Performance Statistics. |
| String Splitter | This node splits a text string into text fragments which can be accessed by their inde |
| String Casing | This node sets all input text characters to either upper or lower case letters. |
| String Replace | This node searches and replaces a substring within a text string. |
| String Search | This node searches a substring within a text string. |
| String Trim | This node removes characters from the start and/or end of a text string. |
| String Length | This node provides the number of characters in a text string. |
| C# Script | A content node that can host a piece of C# source code in order to extend Ventuz with custom functionality. |
| VB.net Script | A content node that can host a piece of Visual Basic source code in order to extend Ventuz with custom functionality. |
| SceneEvent | This node triggers an event on scene activation. |
| Identity Matrix | This node creates an identity matrix. |
| Zero Matrix | This node creates a matrix containing only zeros. |
| Matrix View | This node creates a View Matrix from user friendly inputs. Best used with the Camera Node. |
| Matrix Projection | This node creates a Projection Matrix from user friendly inputs. Best used with the Camera Node. |
| Manual Matrix | This node provides a matrix where every element can be set manually. |
| Transformation Matrix | This node provides a matrix to transform along the X, Y and Z axis, combining the Rotation, Scaling and Translation in a single Node. |
| Matrix Switch | This node switches between one of eight input matrices and passes it to the output. |
| Matrix Morph | This node interpolates linearly between two input matrices. |
| Matrix Operation | This node multiplies, divides, add or subtracts two or more 4x4 matrices. |
| Vector Transform | This node transforms a vector (X,Y,Z,W) by a 4x4 matrix and optionally de-homogenizes the result. |
| Linear | This node interpolates linearly between a start and target value. |
| Decay | This node interpolates linearly between a start and target value. In contrast to Linear the gradients for increase and decrease can be set individually. |
| Damper | This node interpolates between a start and target value with ease-in and ease-out. |
| Oscillator | This node oscillates around a target value, beginning at a start value. |
| Ease | This node interpolates between a start and target by using common easing functions. |
| Ease Morph | This node blends a Begin and Target value according to a specified easing function based on the Morph value. |
| Clipping | This node clips and maps a range of values to another value range. |
| Delay | This node transfers values from input to output with a customizable delay. |
| Array Ease | This node interpolates each index of an array between a start and target by using common easing functions. |
| Array Ease Morph | This node blends each index of an array between a Begin and Target value according to a specified easing function based on the Morph value. |
| Loop Breaker | Breaks circular binding dependencies for the cost of one frame delay. |
| Invert | Inverts a value arithmetically or logically. |
| Float Expression | Provides the possibility to write logical C# expressions with a Float as resulting output value. |
| Double Expression | Provides the possibility to write logical C# expressions with a Double as resulting output value. |
| Int Expression | Provides the possibility to write logical C# expressions with an Int as resulting output value. |
| String Expression | Provides the possibility to write logical C# expressions with a String as resulting output value. |
| Boolean Expression | Provides the possibility to write logical C# expressions with a Boolean as resulting output value. Additional it provides True and False Event outputs. |
| Date Time Expression | Provides the possibility to write logical C# expressions with Date Time as resulting output value. |
| Float Array Expression | Provides the possibility to write logical C# expressions with a Float array as resulting output value. |
| Double Array Expression | Provides the possibility to write logical C# expressions with a Double array as resulting output value. |
| Int Array Expression | Provides the possibility to write logical C# expressions with an Int array as resulting output value. |
| String Array Expression | Provides the possibility to write logical C# expressions with a String array as resulting output value. |
| Boolean Array Expression | Provides the possibility to write logical C# expressions with a Boolean array as resulting output value. Additional it provides True and False Event outputs. |
| Byte Array Expression | Provides the possibility to write logical C# expressions with a Byte array as resulting output value. |
| Dynamic Expression | Provides the possibility to write logical C# expressions with the ability to manual define in and output values. |
| Enumeration | Enumerates words from a custom list and provides their indices. |
| Directory | Searches a specified directory and provides files, matching a specific search-pattern. |
| Counter | Provides integer values on demand or automatically in a customizable range. |
| Convert to Text | Converts and formats input values of different types to a text string. |
| Float Array Fill | Fills a float array with a specific numeric value. |
| Float Array Offset | Adds a specific value to every float array entry. |
| Float Array Analysis | Analyses a float array and provides some characteristic values. |
| Double Array Analysis | Analyses a double array and provides some characteristic values. |
| Int Array Analysis | Analyses a integer array and provides some characteristic values. |
| String Array Analysis | Analyses a string array and provides some characteristic values. |
| Array Indexer | Provides access to individual array elements. |
| Array Mixer | Mixes up individual arrays. |
| Visual Indexer | The Visuals Indexer determines the Data Pool of a Visuals URI. |
| Cluster Task | Waits for all Cluster Machines to trigger the Input Method and only then fires its Event. |
| Cluster Data | Sends values or events from the Cluster's master machine to all clients. These will be applied/fired in the same frame. |
| Data Portal Sender | Sends data without a direct binding to a Data Portal Receiver node within the Runtime. | |
| Data Portal Receiver | Receives data from a Data Portal Sender node. |
| Screen | Creates a previsualization screen, which represents a real screen or wall. |
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| Composition Projector | Creates an orthogonal projection of a target content layer. |
| Previs Canvas | A pure previsualization Layer which will usually not used on a production environment. |
| Screen Render Options | Forces the engine to render a Canvas multiple times with different resolutions and/or cameras |
| Composition List | Provides an Array of available Compositions |
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| Mirror | Renders a mirrored version of the 3D Layer content. |
| Effect Mirror | Renders a mirrored version of the 3D Layer content and can apply effects to it. |
| Effect | Applies an Image Post Processing Effect to a part of the Hierarchy Tree. |
| Set 3D Mask | Defines a 3D Mask inside the Hierarchy tree. |
| Use 3D Mask | Applies a defined mask onto all children Nodes inside the Hierarchy tree. |
| Clip Plane | This node adds a Plane to the 3D World that cuts off the rendering. |
| Mirror Filter | This node can restrict which objects are rendered to a Mirror. |
| Cubemap Filter | The Cubemap Filter can restrict which objects are rendered to a Cubemap. |
| ClipPlane Filter | This node can restrict which objects are clipped by a Clip Plane. |
| Shadow Filter | Filters Objects for the Shadow Map Rendering |
| Rank Filter | The Rank Filter is used in Chroma Keying mode to render parts of the Hierarchy to the Background, Foreground or Garbage Matte. |
| 3D Layer Reference Filter | Filters objects for each rendering of a 3D Layer issued by 3D Layer References. |
| Render Filter | Filters specific parts of your rendering for a Previs Scene |
| Render Cube Map | Renders the whole 3D Layer content into a cubemap. |
| Stencil Set | This node sets a stencil mask to the stencil buffer. |
| Stencil Test | This node tests the stencil mask and renders only those areas where a specified stencil value is set. |
| Stencil Advanced | This node provides advanced and customizable stencil mask and test functionalities. |
| Clear Stencil | This node clears the whole stencil buffer. |
| Alpha Blending | This node modifies the blending rules for superposed pixels. |
| Blending | This node modifies the blending rules for superposed pixels with industry standard presets. |
| ColorWrite | Changes which Color Channels of the Background are affected by the rendering of the objects. |
| Alpha Testing | This node tests if a pixel has to be drawn. This depends on the alpha value of this pixel. |
| Render Sprites | Renders Sprites at the location of each vertex instead of the polygons of a geometry. | |
| Render Lines | Renders customizable Lines along the edges of the polygons of a geometry. |
| Render Wireframe | Renders Lines along the edges of the polygons of a geometry with low performance impact. |
| Render Path | Renders a list of vertices as a single customizable Path. |
| Render Solid | Renders the geometry as Solid Polygons. |
| ZTesting | This node modifies the depth information that is written by geometries into the depth buffer (Z-Buffer). |
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| Slide Manager | This node handles the slides and animations and switches between attached Slide nodes |
| Slide | This node is working as a container, embedding the slide-page content |
| Pivot | This node loads external Ventuz scenes and lets them act as a Slide |
| Slide Port | The Pivot acts like a shortcut, defining where a Slide is located in the scene |
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| Volume Control | This node controls the volume of the audio cable groups configured in the Device Configuration. |
| Audio Clip | This node loads and plays different types of audio files, such as MP3 and WMA. |
| Sound | This node loads and plays sounds and audio clips. |
| Analyze Audio | This node analyses and provides different data sets of a sound. |
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| Alpha Effect | This node fades text in and out by manipulating the alpha value of the characters. |
| Scale Effect | This node scales characters on the X, Y and Z axes. |
| Rotate Effect | This node rotates characters on the X, Y and Z axes. |
| Spark Effect | This node moves and fades characters in several modes. |
| Circle Effect | This node arranges text on a circle. |
| ShrinkToFit Effect | This node shrinks text to fit a specified bounding box size. |
| Block Text | This node specifies layout and font style information for text rendering. |
| Scroll Text | This node provides functionality for a simple ticker or crawl. |
| Enriched Block Text | This node specifies layout and font style information for text rendering. Different font styles, text colors, scaling and positioning can be applied on a per-character basis. |
| Text 2D | This node renders text using pre-generated texture characters. |
| Text Style 2D | Modify outlines and other effects for Text 2D |
| Text 3D | This node renders text using pre-generated mesh characters. |
| Chinese Conversion | Conversion of Chinese characters between traditional, simplified, taiwan, Hong-Kong and Japanese standards. |
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| Texture | This node maps a texture from images, movies or live video on geometries. |
| Live Video | This node provides video input from SDI/DVI input cards, webcams, TV tuners, DV device, etc. as a texture. |
| Snapshot | This node makes a snapshot of the current render output and provides it as a texture. |
| Snapshot Framebuffer | Copies the current color buffer of the rendering. |
| Texture Loader | Loads an image or a DDS textures from the specified file directly and provides it as texture. |
| SVG Loader | Rasterizes Scalable Vector Graphics coming in as File or XML Text. |
| Movie Frame | This node provides single frames of a movie clip. |
| Movie Clip | This node loads movies of many file formats and provides their content as a texture. |
| Movie Stream | This node provides single frames of a movie stream. |
| Texture Saver | This node saves a texture to file. |
| Gradient Texure | Generates a 1D Gradient Texture. | |
| Hatch Texture | Creates non-realistic rendering. 3D Elements look like they are sketched or hatched. |
| Background | Renders a Texture that always fills the render window. | |
| Image | Renders a Texture in 3D Space without taking lighting into account. |
| Video Source Selector | Allows to change the source of a Live Video input device. |
| VIO Input | Renders a Texture that composites the VIO Input into a 3D Layer |
| Spout Receiver | Receives a RGBA texture via SPOUT | |
| NDI Receiver | Receives an NDI video input and provides it as a texture. |
| NDI Source List | Lists all available NDI sources. |
| Flipbook | Loads and applies a sequence of images to an object. |
| Substance Loader | The Texture Substances Loader node loads sbsar files created with the Substance Designer, it provides properties to change the appearance of the resulting Textures. |
| Qr Code Generator | This node generates Qr Codes from the given text input. |
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| Tracked Device | This node can be configured to provide tracking information for connected HMD's, Controller and References |
| Tracked HMD | This node provides the tracking information of a connected Head Mounted Display |
| Tracked Vive | This node provides the tracking information and button presses of a connected HTC Vive Controller or Samsung Odyssey Controller |
| Tracked Oculus | This node provides the tracking information and button presses of a connected Oculus Touch Controller |
| Tracked Reference | This node provides the tracking information for all reference elements i.e HTC Vive Light Houses |
| Draw Tracked Device | This node can be configured to provide the meshes for connected HMD's, Controller and References |
| Draw HMD | This node provides the meshes of the connected Head Mounted Display |
| Draw Vive | This node provides the meshes of the connected Oculus Touch Controller |
| Draw Oculus | This node provides the meshes of the connected HTC Vive Controller |
| Draw Odyssey Controller | This node provides the meshes of the connected Samsung Odyssey Controller |
| Draw Reference | This node provides the meshes of the connected references i.e HTC Vive Light Houses |
| Draw Touch Ray | This node draws the ray of the referenced controller regarding its Touch Method. |
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| Axis | Used to position, orientate and scale complete subtrees with common properties such as position, rotation and scaling. |
| Spherical Axis | This axis is primarily used for Spherical Previs Screens but is also great to place objects on spherical geometry. |
| Path Loader | Provides a path that was loaded from a file. |
| Path Segments | Selects segments of a given Path. |
| Path Subdivide | Subdivides a Path into equally long parts. |
| Path Axis | Adds the Transformation of a position on a given Path to the Hierarchy. |
| Path Matrix | Outputs the Transformation of a position on a given Path. |
| Get World | Used to retrieve the World, View and Projection matrix at a position in three scene hierarchy. |
| Set World | Used to position, orientate and scale complete subtrees with a 4x4 matrix. |
| Anchor | Used to retrieve the World matrix at a position in the scene hierarchy that is usable in specific nodes. |
| Billboard | Used to orientate objects so that they always face the camera. |
| Shear | Used to deform single meshes or complete subtrees. |
| Arrange | This node arranges objects according to their bounding box information. |
| Ticker | This node provides the functionality to create advanced tickers, crawls and rolls via the Arrange node. |
| Layout | This node provides the functionality for simple layout via the Arrange node. |
| ZSort | This node sorts subordinate objects for rendering in a sequence depending on their Z order. |
| Spread | The Spread node renders its children multiple times to create the illusion of duplicating objects without the added memory consumption of an explicit copy. Each instance can have a transformation (translation/rotation/scale) that offsets itself from the previous one, creating chain like structures. |
| Cloner | The Cloner uses the Gfx State to render multiple instances of its children. These instances can be changed via many different modes. It's a far advanced Spread node. |
| Set Pass | This node defines a specific render pass. |
| Filter Pass | This node checks if a specific render pass is set and allows or stops further hierarchy tree traversing. |
| Hierarchy Container | This node encapsulates the functionality of any number of Hierarchy (and bound Content) nodes to a single Hierarchy node. |
| Output | This node provides the possibility to link objects to Hierarchy Containers. Must be placed inside the Hierarchy Container. |
| Content Container | This node encapsulates the functionality of any number of Content nodes to a single Content node. |
| Container Info | This node provides information about the name and link index of a Hierarchy Container node. |
| Yes No | Switch that has two outputs where further nodes can be linked. The YesNo node switches between these two sub-trees. |
| Switch | Switch that has multiple outputs where further nodes can be linked. The Switch node switches between these sub-trees. |
| Camera | This node adds a Camera including View and Projection to a 3D Layer |
| Group | Hierarchy node just for structuring the scene hierarchy. It has no special properties or any effect on the rendering result. |
| ScenePort | This node provides the possibility to load a complete Ventuz scene as a hierarchy sub-tree. |
| TemplatePort | This node provides access to the Template Engine from within the scene logic. |