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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
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  • What's new
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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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  • Working with Nodes
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  • Shortcuts Hierarchy Editor
  • Content Editor
  • Working with Nodes
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  • Property Editor
  • Project Data and Scene Data
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  • Animation and State Engine
  • Templates
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  • Shortcuts Animation Editor
  • Text Rendering
  • Text Editor
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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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  • Layers
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  • Slides Nodes
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  • 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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Texture

Table of Contents

    Texture This node maps a texture from images, movies or live video on geometries.

    The Texture Node is an Alias of the Material Node providing a single Material Stage that is loading a texture file by default. See its Material Stages section for more details.

    By changing the LightingModel Property Group to e.g. a NoLight Lighting Model you can change your Node to be unaffected by any light source. This is espiecially useful for showing Images or Movies.

    A Texture node is a quick way to add an image or texture to an object without the need for creating a Material node and add the desired Material Stage. Lastly, you can add Material Stages to the Node to add more Textures. For an in depth description of the Material Stages see the Material Node page.

    Material User Interface

    General

    The Material Node controls the appearance of the surface of each rendered Object placed as a child in the Hierarchy. It consists of several options that can be added to its list of properties to overwrite the according options. The options are available under Material Node's Tabs that are represented by the button bar on top of the Material Definition in the Property Editor.

    Generally these tabs exist:

    Standard

    Alpha Options

    affects the overall transparency

    Lighting Model

    changes how light affects the color of a surface

    Material Stages

    adds textures and material stages that change the shading

    Shadow Options

    Shadow Options

    changes the shadow related behavior

    Drawing Style

    Draw Mode

    applies a draw mode for geometries (lines, solid, sprites etc.)

    Blending

    Color Write

    changes the write mode to specified color channels

    Alpha Blending

    adjusts the blending of geometries onto the background

    Testing

    Alpha Testing

    applies a custom test against the object's alpha

    ZBuffer

    defines a custom occlusion test for the geometry

    To show the options of a tab simply  click on the according button. You can insert options by clicking on the Property Group's entry and choosing the wanted options from the dropdown.

    All options that you do not adjust in a Material node are inherited by the Default Material or the Material node in front.

    Icon and Decoration

    In general the Icon rendering can be changed by switching between Sphere, Quad and Torus at the bottom of the Properties Editor or via .

    Based on the Property Groups that are used inside a Material Node the Icon may change.

    Rendered Preview

    if only Property Group's in the Standard or Shadow Options tab are used.

    Rendered Preview with light blue decoration

    if Property Group's in the Standard or Shadow Options tab are used together with any other Option like a certain Draw Mode or a certain Blending

    Dedicated Option Icon

    every Material Option has it's own dedicated Icon, that is shown whenever no other Property Group in any other tab is used.

    Extraction

    Material Definition

    A Material node is a Hierarchy Node by nature. But it can serve as a Material Provider as well. This is useful whenever you want to use the same material in different locations of your hierarchy or once you have Hierarchy Nodes that need more materials than one applied to it (e.g. the Particle System Node). The below image shows both a Material Node and an extracted Material Node Provider together with a receiving Material Node.

    You can either place the Material node in the Content Editor to create an unbound Material Provider node. Or you can use the extract button on any node that hosts a Material Definition to extract it to a provider that can be re-used on other nodes.

    Material Options

    Since a Material consists of several options sometimes you want to extract some of them to a seperate Hierarchy Node. This way you can apply single Material Options to other parts of the Hierarchy Tree when already added to the Material. Just use the extract buttons next to the Material Options.

    See also:
    • Alpha node
    • Material node
    • Color Converters

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