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Ventuz 6 Quick Guide

  • Introduction
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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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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
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INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
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  • Network
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  • Serial
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  • 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
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  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
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  • Math Effects
  • Matrix Operations
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  • Script
  • String Operations
  • System ID
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  • 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
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  • 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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Effect

Effect Applies an Image Post Processing Effect to a part of the Hierarchy Tree.

The Effect Node is able to add Image Post Processing (IPP) Effects or Blending to only a part of its Hierarchy Tree. By using this Node you can still organize some parts of your scene in a single layer that need different IPP Effects or blending methods.

To achieve this, the subtree of this node will be rendered onto an own Texture. Then the effects are applied and lastly blended with the defined Blending onto the rest of the Scene. The Texture will be rendered straight onto the rest of the Scene, which means that Z-Testing is not applied during this step. The renderer is only affected by the render order of the nodes but not by the distance to the camera (as usual).

Keep in mind that Z-Testing will not work for objects "inside" and "outside" of the Effect!

Ventuz will create a Rendertarget on the GPU's memory for each Effect Node. Thus, make sure to use as few of them as possible.

Properties

With the Blending Property you can change how the resulting Texture of the Node should be blended onto the rest of the scene. There are five Blending Modes of which you can choose. The Gain property defines a factor which the texture should be multiplied by before blending.

With the -Button you can add Effects or effect groups to this node as they are documented in IPP Color Corrections, IPP Distortions, IPP Filters and IPP. All effects that are available for layers are also available for the Effect Node.

Resolution changes the size of the used Render Target. This can drastically reduce the impact on the GPU Performance and Memory. Especially with Distortion effects like Blurring you will most of the times not need the full resolution of the Layer. Lastly the AntiAliasing Property Group can adjust the used Anti-Aliasing for the resulting texture.

The Outputs return the Width and Height of the used texture and the resulting Texture that would be blended onto the rest of the scene. With it you can use the Texture more specifically in your scene. Use an Alpha Node with the Block on Full Transparency Flag unchecked to hide the Nodes behind the Effect Node.

Limitations

Due to the way the Effect Node is working there are some limitations to it listed below:

  • Its subtree does not affect or use the Z-Buffer of the rest of the Layer, so the Z-Testing will not work between those two.
  • It does not work properly together with 3D Layer Effects. Especially the Screen-Space Ambient Occlusion will not be applied and occluded correctly.
  • Like the Blending Node its blend modes are only applied to objects inside the same layer and not to other layers. The Glow Blending is an exception to this.

See also:
  • Blending Nodes
  • Anti-Aliasing
  • IPP Effects
  • IPP Color Corrections
  • IPP Distortions
  • IPP Filters

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