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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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Table of Contents

  1. System
  2. Channel
  3. Cluster
  4. Machine
  5. Timing
  6. Port
  7. Scene
  8. Tracking

SystemID

SystemID This node provides information to identifiy machines in a Ventuz Cluster

System

Provides various information about the Ventuz instance running on the local machine:

  • Designer: System runs from a Designer instance (not a Presenter instance)
  • GroupID/ID: The Cluster settings as can be found in the Machine Configuration.
  • MachineName: Name of the windows machine running the Ventuz instance
  • ProductString: String containing the software version of the running Ventuz instance.

Channel

  • ChannelProgram: Scene is loaded to the Program Channel as configured in the Audio Video Configuration.
  • ProgramActive: Scene is active in the Program Channel.
  • ChannelPreview: Scene is loaded to the Preview Channel as configured in the Audio Video Configuration.
  • PreviewActive: Scene is active in the Program Channel .
  • PipeIndex: Gives you the pipe number the scene is running on .

Cluster

  • ClusterWidth: Width of the present Multimachine Setup in pixel.
  • ClusterHeight: Height of the present Multimachine Setup in pixel.
  • ClusterAspect: Aspect of the present Multimachine Setup.
  • MachineCount: Number of machines belonging to a Multimachine Setup.
  • RenderSetupMode:
    • ClusterPreview: Preview of the whole Multimachine Setup.
    • MachinePreview: Design Preview of one machine of a Multimachine Setup.
    • MachineProduction: Production output of one machine of a Multimachine Setup.
  • RenderSetupName: Name of the active Multimachine Setup (file).
  • AliveState:
    • Startup: At least one of the Ventuz Runtimes is in the startup process
    • Ready: All Runtimes of a Ventuz Cluster are ready
    • RuntimeMissing: At least one of the Ventuz Runtimes in a Cluster is missing
    • MachineMissing: At least one of the Machines could not be reached for a longer period of time.

Machine

All machine info is based on the selected machine through the MachineID.

  • MachinePostionX: PostionX of one machine of a Multimachine Setup in pixel starting at top-left of the Cluster space.
  • MachinePostionY: PostionY of one machine of a Multimachine Setup in pixel starting at top-left of the Cluster space.
  • MachineWidth: Width of one machine in a Multimachine Setup in pixel.
  • MachineHeight: Height of one machine in a Multimachine Setup in pixel.
  • ClusterAspect: Aspect of one machine in a Multimachine Setup.

Timing

  • ClusterClock: Cluster Clock frame counter which represents the elapsed time as frame index.
  • Time: Cluster Clock value which represents the elapsed time in seconds.
  • TimingMaster: Indicates if a machine is the clock provider for a cluster of machines.
  • FrameRateNumerator: Frame-rate numerator value to calculate exact frame-rate.
  • FrameRateDenominator: Frame-rate denominator value to calculate exact frame-rate.
  • SecondField: Indicates whether the 1st or the 2nd video field for interlaced formats is currently processed.
    For progressive output formats it is always switching between true and false due to technical reasons.

Port

  • Locked: Tells you wether the Port is open or locked.
  • Layer: If the Layer flag is checked then the Port is a Layer Port (Template Layer, Scene Layer ), otherwise it is a Scene Port or Template Port.
  • ManualTemplate: If the Layer flag is checked it is a either Template Port or a Template Layer .

Scene

  • Identity: The identity of a scene is the actual filename of the scene used to identify a scene by Remoting. The Identity uses forward slashes as directory separator ans comes without file extension (.vzs)
  • Generation: The generation counter of a scene starts from zero and is increased is saved. The Generation can be used to ensure that multiple machine have the same file generation loaded in memory.

Tracking

  • TrackingSystem: Provides the currently connected Tracking System on your machine that will affect all Default and Tracked Cameras. Possible Systems are None, OpenVR, Vive, Oculus, Trackmen, NCam, MoSys and Stype.
  • IsHeadMountedDevice: This flag is turned on when the used Tracking comes from a Head Mounted Device.
  • IsTracking: This flag represents whether the System uses a Tracking System or not.
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