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Ventuz 6 Quick Guide

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Designer Overview
  • Ventuz System Requirements
  • Configuration
  • Video/Audio Configuration
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  • GPI Configuration for Runtime or Director
  • Optimize Rendering Performance
  • Supported Formats
  • Supported Hardware
  • Multisampling / Anti-Aliasing
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  • What's new
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  • Common Mistakes
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  • Ventuz 5 Migration Guide
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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
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Interface
  • Designer Interface
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  • Realtime Rendering
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  • Layer Editor
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  • Content Editor
  • Working with Nodes
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  • Text Rendering
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  • 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
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  • Slides Nodes
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  • Texture Nodes
  • VR 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
  • 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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Touch Paint

Touch Paint Paint on the screen or an object using touch.

The Touch Paint node implements a highly configurable painting system based on touch input. It is not limited in the number of touches that can paint at the same time but only offers one set of brush settings for all touches. In general it is used for signage tasks, to give the user the ability to mark certain areas or to just give the user visual feedback on where his touch is.

Particle Paint System

When the user touches the active area of the paint node, particles are internally created as blobs of paint. The user can change color, size and many other settings while he is painting and all painting done before the change will stay the same. The user can assign a brush shape by using the BrushTexture property but in general it is advisable to use the default round brush due to the fill-in and overdraw that is required to produce a consistent line even when the touch moves quickly.

The most important setting performance-wise is the FadeOut behavior property. When fade out is deactivated, the particles generated during painting will be baked into the result texture and are free for re-use during the next frame. This is the most efficient mode of operation.

When fade out is activated, the result texture is re-created each frame to be able to fade out the paint. The type of fade behavior can be set with the FadeStart property. Either the paint starts fading as soon as the particles are created (resulting in a nice tail following the touch), the paint starts fading when the touch ends (i.e. the user is finished painting and raises the finger from the tracking surface) or when the reset event is manually fired. Note as the user continues to paint, more and more particles are created. Until a particle completely fades out and dies, it is rendered into the result texture every frame which can lead to performance penalties. When the Eraser property is activated, "negative particles" are created that will also render each frame. Erasing therefore does not decrease but actually further increases the particle count. In case of performance problems, consider deactivating fade out altogether or decreasing the fade out time.

Screen-Based vs. Object-Based

This node can be used in two different operation modes via the BehaviorScreenAligned property. In Screen-Based mode, the node functions much like an Overlay Rectangle in that the painting surface is always aligned with the screen and the painting result will be rendered as an overlay. Unlike the standard rendering behavior, the Touch Paint node will render itself after its subtree has been rendered.

In Object-Based mode, the node operates similar to the Touch Transformation Nodes in that it will calculate its result based on a planar mapping in the local X/Y-plane. As with the Touch Transformation Nodes, the meshes underneath the interaction node are only used for the initial intersection test, not the mapping calculation itself. Therefore using anything other than a unit rectangle will in general create unexpected results.

To translate/scale/rotate the rectangle, use an Axis above the paint node so that both the paint node (or rather its mapping system) and the rectangle are transformed consistently.

Known Limitations

Depending on the speed of movement and the refresh rate of the input device, the gap between actual touch position updates can get quite large. To compensate this, Ventuz creates a "fill-in" by drawing additional particles every few pixels between two registered positions of a touch. This is done by linear interpolation, therefore a curve drawn with the Touch Paint Node can appear bumpy. In such cases, try to increase the update rate of your device and/or use the Interaction Post Processing features in the Project Properties.

See also:
  • MultiTouch
  • Project Properties

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