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Ventuz 6 Quick Guide

  • Introduction
  • Getting Started
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Ventuz 6 Designer

  • Index
  • Getting Started
  • Designer Options
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Projects & Scenes
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Interface
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  • Layer Editor
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  • Available Nodes
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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
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  • 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
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  • Math Effects
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  • Script
  • String Operations
  • System ID
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RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
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  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
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  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
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  • 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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Serial

SerialText Provides functionality for the communication via the Serial Port.

Serial Text

The Serial Text node is able to send and receive simple text messages across a serial (COM) connection. Also it provides the ability to access the RTS/DTR (output) and CTS/DSR/CD/Ring (input) lines to improvise simple GPI/GPO. Setting the RTS/DTS properties will raise the corresponding line signals. The incoming line signals are indicated by their corresponding properties.

SMPTE Breaks are currently not supported.

Port Settings

The property Port defines which COM port is addressed. The actual system port has to be declared in the Device Mapping. By default, the first port is COM1, the second COM2 and so on. The other port properties Baud, DataBits, Parity, etc. define the line settings how the port is accessed. A change to any of these properties forces Ventuz to close and re-open the port again.

It is highly recommend to use only one single Serial Text node per COM port within a single scene or scene tree because multiple nodes would interfere with each other!

Encoding

The Serial Text node sends and/or receives text based messages to/from a connected device. Ventuz internally handles all text (strings) as Unicode characters which have to be converted to/from the text system used by the device. The property Encoding defines which encoding has to be used, the default being ASCII.

The two properties StartOfText and EndOfText define standard characters prefixed/appended to every message send or received. If start or end characters are defined they are automatically attached to each message sent out and removed from every received message. The following table lists the available standard start and end character sequences:

<Zero> Zero #00
<STX> Start-Of-Text #02
<ETX> End-Of-Text #03
<CR> Carriage Return #13
<LF> Line Feed #10
<CR><LF> Carriage Return, Line Feed #13,#10

If StartOfText and/or EndOfText is set to Custom a user-defined sequence of characters can be used for STX and/or ETX. Custom sequences are also HTML decoded (e.g. &#27; for ESC). Please note that ETX must contain at least one character.

Messages

Messages are defined via the Custom Model editor. An out message is expressed by a Method and an in-message as an Event. For every Message created, two new node members are attached to the node:

Direction Message Name Function Message Text Description
outSend1 Method SendSend1 OutSend1 If the method !SendSend1 is called, the corresponding message !OutSend1 is transmitted immediately.
inReceive1 Event OnReceive1 InReceive1 The event !OnReceive1 is fired as soon as a message is found in the input queue matching the corresponding message text !InReceive1.

Wildcards or check sum calculation and checking is not supported. The Serial Text nodes have been designed to send/receive simple text commands only to trigger animations, presets, etc. To achieve more complex serial communication, please consider to use the Script nodes.

Binary Data

If messages containing binary data are required, the Convert To Text Node can be used to decode HTML encoded strings. Connect the In or Out message property to the output of the Convert To Text Node. Put the WebEncode/Output property to DecodeHTML and enter the HTML encoded text into the Format property.

&#49;&#27; Character "1" followed by ESC(27)
{0:0000}&#27; Value0 as for digit number followed by ESC(27)
&#240; byte 240 if ISO 8859-1 encoding is used.

The Serial Text node itself also parses HTML entities! The Convert To Text Node is only needed if you need to construct dynamic messages. Static messages can be entered directly in the In and Out properties.

It is highly recommended to the the ​ISO-8859-1 encoding when binary data are required. This codepage maps the complete first 256 unicode assignments to an 8bit word.

See also:
  • Convert To Text Node
  • ​Wikipedia: RS232
  • ​Wikipedia: RS422/423/485
  • ​Wikipedia: ISO 8859-1

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