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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
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Nodes

This Node overview contains a full list of all Ventuz Nodes.

Table of Contents

  1. Animation
  2. Color/Material
  3. Data
  4. E2E Nodes
  5. Geometry
  6. Interaction
  7. IO
  8. Layers
  9. Light
  10. Logic
  11. Render Options
  12. Slides
  13. Sound
  14. Text
  15. Texture
  16. VR/AR
  17. World

Animation

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

Color/Material

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.
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.
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.

Data

JSON Parser
XML File
XML Text
XSLT
XPATH Expression
Excel Workbook
Excel Cell(Row, Column)
Excel Cell(Name)
Range Array
Custom Range
RSS/RDF News Feed
ResourceLinker
TextFile
Database
Query
NonQuery
Row
ColConcat
Scalar

E2E Nodes

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.

Geometry

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 The Arrow Nodes are able to render extruded lines in the scene.

Interaction

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 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

IO

Timecode Converter
Timecode Event
Timecode LTC LineIn
Joystick
OSC Output
OSC Input
Timecode OSC
Windows Key
DirectInput Key
Textfield Input
IME Textfield Input
Chinese Conversion
Channel Aftertouch
Program Change
Polyphonic Aftertouch
Control Change
Note On/Off
Raw Message
Timecode MIDI
Windows Mouse
DirectInput Mouse
TCP Client
Serial Text
GPI
DMX In
DMX Out
DMX Trigger
DMX from Texture
Pan Tilt
HTTP

Layers

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.

Light

Directional Directional light source.
Point Point light source.
Spot Spot light source.
Lighting Group Defines a group of light sources.

Logic

String
Boolean
Int
Float
Array
Color Value
Event
Event Filter
Event Dispatcher
Value Switch
Multi Switch
Value Dispatcher
URL
Toggle
Timer
Timer
Value Buffer
SystemID
Log
String Splitter
String Casing
String Replace
String Search
String Trim
String Length
C# Script
VB.net Script
SceneEvent
Identity Matrix
Zero Matrix
Matrix View
Matrix Projection
Manual Matrix
Rotation XYZ
Scaling Matrix
Translation Matrix
Transformation Matrix
Matrix Switch
Matrix Morph
Matrix Operation
Vector Transform
Linear
Decay
Damper
Oscillator
Ease
Ease Morph
Clipping
Delay
Loop Breaker
Invert
Float Expression
Int Expression
String Expression
Boolean Expression
Enumeration
Directory
Counter
Convert to Text
Float Array Fill
Float Array Offset
Float Array Analysis
Int Array Analysis
Array Indexer
Array Mixer
Visual Indexer
Cluster Task
Cluster Data
Array Ease
Array Ease Morph

Render Options

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 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).

Slides

Slide Manager
Slide
Pivot
Slide Port

Sound

Volume Control This node controls the volume of the audio cable groups configured in the Audio Video 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.

Text

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.

Texture

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.

VR/AR

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.

World

Axis Used to position, orientate and scale complete subtrees with common properties such as position, rotation and scaling.
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.
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.
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