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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
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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
  • Common Layer Properties
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  • Content Editor
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  • Input Subsystem
  • Multitouch
  • TUIO Protocol
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  • How to work with Head Mounted Displays
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  • Multi Display Setups and Shaping
  • Warping, Soft Edging and Masking
  • Available 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
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  • String Operations
  • System ID
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  • 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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NDI Inputs

NDI Receiver Receives an NDI video input and provides it as a texture.
NDI Source List Lists all available NDI sources.

NDI Receiver

The NDI Receiver provides the texture of a chosen NDI source together with several meta data. The Source property defines which NDI source to use - it can be provided either as a string or using the dropdown menu that is accessed by  clicking the arrow on its right.

Low Bandwidth limits the input to 640x360 pixels which saves bandwitch between the source and Ventuz andis meant to be used e.g. for preview cases. Low Latency disables frame buffering that is used to stabilize the incoming framerate. If enabled it may cause stuttering on the input depending on the NDI source and the network environment, but the frames will be processed by Ventuz without any delay.

The Tally property is based on an NDI feature that enables a receiver to tell the source that it is currently used - named after the popular concept in broadcasting. Ventuz sends a signal to the source according to the configuration of the current Pipe - so when this node is used in a Program pipe it will send an on-air signal (usually red) and on a Preview pipe it will send a previewing signal (usually green).

Like in most other Texture Nodes the Mip Map property enables automatic Mipmap generation for better quality and performance when the texture is scaled down. High Color Depth enables usage of NDIs 16-bit color depth feature while doubling GPU memory and performance.

The Volume property changes the overall volume of incoming audio. The NDI Receiver node is capable of playing back on multiple outputs Ordinals.

Audio Stream

Each of these Ordinals can be mapped to the physical stereo pairs of your machine in the Audio Video Configuration. You can define several mappings of a stream and channel to an output ordinal by adding any number of Property Groups with the in the Property Group List inside the Property Editor. The Stream dropdown defines which stream of the File to use. For the Channels you can choose to use any single Mono Channel, two consecutive channels as Stereo Channels or to Downmix the whole stream into a single stereo signal. In the Flags property you can turn on several options: Flip L/R swaps the left and right channels if it plays back two channels as stereo. Invert left/right phase invert the polarity of either channel. And Mid/Side to Stereo converts a mid or side channel to a stereo channel. Ordinal selects the Logical Device Ordinal used for this mapping. Gain changes the sound level of this input and the Balance adjusts the playback volume between the left and right audio channel.

The Texture output provides a reference to the received texture and can be bound to any Texture input - e.g. on the Material Node.

On the output side the node provides several information about the NDI stream. Connection Meta Data outputs any information given by the source application about the connection. Frame Meta Data provides meta data for each received frame. On Preview and On Program show whether the stream is used on any of these - using the Tally concept of NDI. Web Control URL provides a URL to a Web based Control Panel if the source application provides any information on that.

Texture Width and Height provide the stream's dimensions. The State properties Connected and Active return whether the receiver is currently connected to a source and whether it is actively decoding frames.

Note that if all input properties (except the Tally and Audio properties) are the same on two or more NDI Receiver nodes they use the same internal receiver to save time for the initial connection. You can use that to open the connection to the NDI source with one node that is not rendering anything and then you can use another NDI receiver node whose texture output is used once the Active property returns true.

NDI Source List

The NDI Source List provides an array of all available NDI sources in the current network. You can use that array to dynamically choose any NDI source using your scene logic.

See also:
  • ​https://www.ndi.tv/
  • How To Use NDI
  • Audio Video Configuration

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