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Ventuz 6 Quick Guide

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Ventuz 6 Designer

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Projects & Scenes
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Ventuz 6 Node Reference

ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
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  • Color to RGBA
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DATA
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GEOMETRY
  • Rectangle
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INTERACTION
  • Interaction Rect
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INPUT/OUTPUT (I/O)
  • GPI
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LAYER
  • 3D Layers
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LIGHT
  • Light Sources
LOGIC
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RENDER OPTIONS
  • Alpha Blending
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SOUND
  • Audio Clip
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SLIDES
  • Slide Manager
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TEXT
  • Text Effects
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TEXTURE
  • Background
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VR/AR
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WORLD
  • Axis
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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
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  • Glossary
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  • Introduction
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  • Show
  • Taking Action
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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
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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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Filter

Mirror FilterThis node can restrict which objects are rendered to a Mirror.
Clip Plane FilterThis node can restrict which objects are clipped by a Clip Plane
Cubemap Filter The Cubemap Filter can restrict which objects are rendered to a Cubemap.
Rank Filter The Rank Filter is used in Chroma Keying mode to render parts of the Hierarchy to the Background, Foreground or Garbage Matte.
Shadow Filter Filters Objects for the Shadow Map Rendering.
3D Layer Reference Filter Filters objects for each rendering of a 3D Layer issued by 3D Layer References.

There are several Filter Nodes available in the Toolbox to restrict objects inside the Hierarchy.

Mirror Filter

The Mirror Filter can restrict how objects interact with the Mirror.

Condition defines how the object is rendered.

Condition Description
Always Rendered and visible in the Mirror
BehindMirror Not rendered but visible in the Mirror
BeforeMirror Rendered but not visible in the Mirror

Select assigns the filter to a filter set that can be handled by the Mirror node.
UseClipPlane switches the built-in clipplane of the Mirror on or off for the objects behind the filter.

The Mirror Filter can be used for design reasons as well as performance optimization. For example, complex elements in the scene can be replaced by simpler elements in the mirror by filtering the complex element to be rendered only BeforeMirror while the simpler element is only rendered BehindMirror.

Clip Plane Filter

The Clip Plane Filter can restrict which objects are clipped by a Clip Plane.
Select assigns the filter to a filter set that can be handled by the Clip Plane node.
UseClipPlane determines whether or not the objects behind the Filter node should be influenced by the Clip Plane that handles the selected filter set.

Cubemap Filter

The Cubemap Filter can restrict which objects are rendered on screen and inside the cubemap through Conditions.

Condition Description
Always Rendered and visible inside the reflection
InReflection Not rendered but visible inside the reflection
Outside Rendered but not visible inside the reflection

Every 3D Layer can have two independant Cubemaps A and B. The Select property assign the Filter to the appropriate Cubemap.

Rank Filter

This Node is only visible with a special license option!

The Rank Filter is used in Chroma Keying mode to render parts of the Hierarchy to the Background, Foreground or Garbage Matte. In that mode the scene is rendered 3 times for the 3 different Ranks.

Parts of the Hierarchy that are not filtered are automatically applied to the Background

Beside the Filter node in the Hierarchy, the Ranks can also be applied to Layers.

Filter Nodes of the same or different types can be cascaded to assign them to multiple filter sets or for more complex filtering.

Shadow Filter

The Shadow Filter can set a Condition for the parts of the hierarchy behind the Shadow Filter. The Condition ModelAndShadow (default) will render both, the Shadow and the Model. While Model Only renders the Model only, without casting a shadow. And least Shadow Only renders only the Shadow from the Model.

To save performance the idea is to have a LOW POLY MODEL casting the shadows (Condition: Shadow Only), while the HIGH POLY MODEL gets also a Shadow Filter with condition: Model Only

You can Select a Filter Group. The available groups are A,B and off. You can set Shadows and the Filter to the same group to influence the selected group only.

3D Layer Reference Filter

The 3D Layer Reference Filter defines which objects should be rendered in a given 3D Layer Reference. Each 3D Layer Reference defines exactly one Group of Objects that it will render. All other Objects are omitted during the Rendering. By default each object will belong to all Groups and thus be rendered in each 3D Layer Reference. The filter disables the rendering of an object for all unchecked Groups in the Select Property.

Every 3D Layer renders its Main Group of objects.

See also:
  • Mirror Node
  • Clip Plane Node
  • Render Cubemap Node
  • Shadow from Lightsource
  • Shadow Options

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