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Ventuz 6 Quick Guide

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Designer Overview
  • Ventuz System Requirements
  • Configuration
  • Video/Audio Configuration
  • Machine Configuration
  • GPI Configuration for Runtime or Director
  • Optimize Rendering Performance
  • Supported Formats
  • Supported Hardware
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • What's new
  • FAQ
  • Common Mistakes
  • Deployment
  • Migration Guide
  • Ventuz 5 Migration Guide
  • Summary Shortcuts

Ventuz 6 Designer

  • Index
  • Getting Started
  • Designer Options
  • Designer Overview
Projects & Scenes
  • Projects and Scenes
  • Project Browser
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Tree
  • Scene Management
  • Scene Statistics
  • Deployment
Interface
  • Designer Interface
  • Renderer Window
  • Realtime Rendering
  • Optimize Scene Performance
  • Performance Statistics
  • Transformation Gizmo
  • Render to Disk
  • Camera Navigation
  • Isolated Objects
  • Manipulate Objects with Gizmos
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Layer Editor Shortcuts
  • Hierarchy Editor
  • Working with Nodes
  • Containers
  • Find and Replace
  • Shortcuts Hierarchy Editor
  • Content Editor
  • Working with Nodes
  • Containers
  • Content Editor Shortcuts
  • Toolbox
  • Property Editor
  • Project Data and Scene Data
  • Property Groups
  • Shader Editor
  • Text Editor
  • Scene Tree
  • Message View
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Animation Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Shortcuts Animation Editor
  • Text Rendering
  • Text Editor
  • Character Sets
  • Geometry Import
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • How to work with Head Mounted Displays
  • Cluster
  • Multi Display Setups and Shaping
  • Warping, Soft Edging and Masking
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data 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

Ventuz 6 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
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
LAYER
  • 3D Layers
  • 3D Layer Reference
  • 2D Layers
  • PSD Import 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
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

Ventuz 6 Configuration Editor

  • Configuration
  • Machine Configuration
  • Video/Audio Configuration
  • Web Configuration Editor and License Manager
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Supported Hardware
  • How to Setup a Cluster Render

Ventuz 6 Director

  • Application Settings
  • Assets
  • Channels
  • Command Line Options
  • Content References
  • Designing Templates
  • Environment
  • Glossary
  • Index
  • Introduction
  • Pages
  • Playlist
  • Plug-Ins
  • Project Data
  • Property Editor
  • Shortcuts
  • GPI Configuration
  • Shot Box
  • Show
  • Taking Action
  • Timeline
  • Topology
  • User Interface
  • Director Mode
  • Macros

How To

  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop workflow
  • How to use Head Mounted Displays
  • How to work with Shadows
  • How to use Emoijs
  • How to Build a Template
  • How to use Newtek NDI
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to Setup a Cluster Render
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • 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 setup Spout with Ventuz
  • How to use the Substance Integration

Keyboard Shortcuts

  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Advanced and Development

  • Command Line Options
  • Remoting Overview
  • Remoting 4
  • Remoting 4 via Websockets
  • Deprecated Remoting
  • Ventuz IP Ports
  • Ventuz Machine Service
  • Remoting Machine Signature
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API

General Reference

  • Terminology
  • Manual Index

Miscellaneous

  • Presets
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Property Editor

Table of Contents

  1. Header
  2. Content
    1. Templates & Sub-Templates
    2. Assets
    3. Modifications
    4. Events
  3. Footer
  4. Window Settings

The Property Editor is probably the place a user spends most of his time. As soon as an operator cues a template, Director creates a template instance of that template. Think of the template as a blueprint and the instance as version of that blueprint where all the values have been filled out. If an operator cues the same template multiple times but with different values, each cueing creates an instance and the original template as defined in the Ventuz scene is never changed.

The Property Editor changes its appearance to match data values of the cued template instance. The following image shows the Property Editor in three different states. In the left version, no template is cued and therefore the Property Editor is empty. Once a template is cued, a header and footer become visible as well as the data fields for the template.

Header

The header contains status information about the current template instance:

  • The Symbol in the top-left corner represents the type of data. This will later be explained in the chapter on Content References.
  • The text in the center represents the instance's name.
  • The box in the top right corner shows the current state, cueing (i.e. loading) in the center version and cued (i.e. ready to go) in the left.

Content

The actual content of a template instance uses most of the space in the Property Editor. Which controls will be shown depends on the data fields the designer of the template has exposed to the end-user. A string will result in a text box, a numeric value in a numeric up down control or a slider, an image in a placeholder box and so on. The Property Editor dynamically generates a user interface that looks as if the designer of the template would have programmed it specifically for that template.

Templates & Sub-Templates

Let's take a closer look at the content of the template instance shown in the middle of the screenshot above:

The label "InGame Graphics" as well as "01NS1L" represent templates. Ventuz Director uses a highly flexible system of templates and sub-templates. Templates can have slots for optional additions that can be added and removed from it's parent template. For example: imagine a scoreboard that has an optional sponsor area that moves out of the scoreboard and sticks to its side. The scoreboard would be one template and the sponsor area a sub-template for that template. It is up to the operator to extend the original template with the sub-template or not!

Such an extension slot is represented by a light gray box. In the example, the box at the bottom of the content visualizes that a sub-template of the type "UpperThird" can be inserted here. This can be done by  clicking on the box and a selection of fitting templates will be presented. The inverse operation is also simple: To remove a sub-template,  click on the cross to the right of the template name. In the example, both the "InGame Graphics" and "01NS1L" template can be removed.

Assets

As stated before, Assets are represented by placeholder boxes. In the example above, both "Main visual" and "Addon visual" can each hold an image. Either drag and drop an image from the Visual Browser or  click on the empty box to again open a selection of fitting images.

Modifications

If any data fields are changed, a red bar will appear to the left of the respective field. That visualizes the value that is different from the original. Those changes can be saved or reverted using the respective buttons in the footer.

Events

Inside the Property Editor, triggerable events on a template are represented as buttons. While something is cued, that event will only be performed on the cued data and therefore is not visible on screen! To trigger an event on-air, switch to the On-Air Editing Mode.

Footer

The footer can hold certain sets of buttons. The appearance can be configured in the window settings.

  • The show control for this specific channel.

  • Controls for Storing and Re-using Content, all of which will be discussed in later chapters. From left to right:
    • Creating a page
    • Creating a playlist entry
    • Editing properties
    • Saving modifications
    • Reverting modifications

Window Settings

The window settings holds options to customize the footer of the property editor window and enable channel specific options. They are located in the top right corner of the window.

- Layout Orientation: Can be set to Auto, Horizontal or Vertical. In Auto mode the layouting changes from vertical to horizontal based on the aspect of the window. Horizontal and Vertical always layouts the properties in the set direction.

- Coerce text Input to RegEx: The property editor validates Regular Expressions set on a data item. When Coerce is set to false and the expression does not match, it will be indicated to the operator by a red frame. If Coerce is true, data that does not match can not be entered to the text field at all. One exception to that is: If the regular expression just restricts the amount of characters in a string, a string that is pasted to the text field is truncated to the maximum allowed characters.

Any parts of the Property Editor that have not been mentioned in this chapter are not relevant for the basic workflow of cueing/taking a template and will be explained later in the chapter on Content References.

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