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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
  • 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. SDI
  2. Video Playback
    1. Hap Codec - High Resolution Videos
    2. NotchLC
    3. Alpha Channel Support
  3. Audio Playback
  4. Images and Textures
  5. Vector Graphics
    1. Limitations
  6. Data
    1. Microsoft Excel File Formats
    2. Text File Formats
    3. JSON File Format
    4. XML File Format
  7. Geometries
    1. GLTF
    2. 3DS
    3. ASE
    4. DAE (COLLADA)
    5. OBJ
    6. FBX
    7. X
  8. Path Files
  9. Substance sbsar

Supported Formats

The following list shows all video output, file formats and codecs supported by Ventuz.

SDI

Format Refresh Rate (Hz) Details Standard Physical Connection Colorspace
NTSC 59.94 720x487 interlaced SMPTE_259M SDI-SD BT601
PAL 50.00 720x576 interlaced SMPTE_259M SDI-SD BT601
720p 60.00 59.94 50.00 1280x720 progressive SMPTE_296M SDI-HD BT709
1080i 60.00 59.94 50.00 1920x1080 interlaced SMPTE_274M SDI-HD BT709
1080p 30 29.97 25 24 23.98 1920x1080 progressive SMPTE_274M SDI-HD BT709
1080p 60.00 59.94 50.00 1920x1080 progressive SMPTE_274M SDI-3G (Level A&B), SDI-HD Dual Link BT709
2160p 30 29.97 25 24 23.98 3840x2160 progressive Blackmagic 6G or SDI-3G Dual Link BT709
4k DCI 25.00 24.00 23.98 4096x2160 progressive Blackmagic 6G or SDI-3G Dual Link BT709
2160p 30 29.97 25 24 23.98 3840x2160 progressive -/- 4xSDI-HD in quarters BT709
4k DCI 25.00 24.00 23.98 4096x2160 progressive -/- 4xSDI-HD in quarters BT709
2160p 60.00 59.94 50.00 3840x2160 progressive -/- 4xSDI-3G in quarters BT709
4k DCI 60 59.94 50 48 47.95 4096x2160 progressive -/- 4xSDI-3G in quarters BT709

A list of the supported video devices with product specific information can be found here. Not all devices support all video formats

Video Playback

This list provides an overview of all video container formats and their supported audio and video codecs.
Note that the supported codecs may vary depending on the operating machine.

File Format avi, wmv, wma, asf mov mkv ogg flv mp4 mpeg, mpg f4v ts, m2ts vob webm
Video Codecs ffv1
flashsv
ffvhuff
aasc
flic
flv1
h261
h263
h264
h265
huffyuv
jegls
lagarith
loco
mjpeg
mpeg1video
mpeg2video
mpeg4
msmpeg4v2
msmpeg4v3
msvideo1
mszh
NotchLC
r10k
!r210
rpza
svq1
svq3
theora
tscc
utvideo
v210
vc1
vcr1
vp3
vp6
vp8
wmv1
wmv2
wmv3
zlib
zmbv
ffvhuff
flashsv
flic
flv1
h261
h263
h264
h265
hap
huffyuv
jpegls
lagarith
loco
mjpeg
mpeg1video
mpeg2video
mpeg4
msmpeg4v2
msmpeg4v3
msvideo1
mszh
NotchLC
qdraw
qtrle
r10k
!r210
smc
svq1
svq3
theora
tscc
v210
vcr1
vp3
vp6
vp8
wmv1
wmv2
wmv3
zlib
zmbv
ffv1
ffvhuff
flashsv
flic
flv1
h261
h263
h264
h265
huffyuv
jpegls
lagarith
loco
mjpeg
mpeg1video
mpeg2video
mpeg4
msmpeg4v2
msmpeg4v3
msvideo1
mszh
r10k
!r210
svq3
theora
v210
vc1
vcr1
vp3
vp6
vp8
wmv1
wmv2
wmv3
zlib
zmbv
theoraflv1
vp6
h264
h265
mjpeg
mpeg1video
mpeg2video
mpeg4
mpeg1video
mpeg2video
mpeg4
h264h264
h265
mpeg1video
mpeg2video
mpeg4
mpeg1video
mpeg2video
mpeg4
vp8
vp9
Audio Codecs aac
ac3
adpcm
flac
libvorbis
mp2
mp3
pcm
wmapro
wmav1
wmav2
wmavoice
aac
ac3
alac
flac
libvorbis
mac3
mac6
mp2
mp3
pcm
qdm2
wmapro
wmav1
wmav2
aac
ac3
adpcm
alac
flac
libvorbis
mp2
mp3
pcm
qdm2
truehd
wmapro
wmav1
wmav2
wmavoice
flac
libvorbis
aac
mp3
aac
libvorbis
mp2
mp3
mp2
mp3
aacaac
ac3
mp2
mp3
truehd(m2ts only)
ac3
mp2
mp3
libvorbis
opus

Hap Codec - High Resolution Videos

In order to play back Videos with a high resolution or to playback many movies with lower resolution you can use the Hap Codec by Vidvox (​source) specifically developed for these use cases. Hap is a lossy codec that is able to decode using the GPU. Therefore it has a much lower impact on the CPU Performance and the GPU Throughput. This comes in exchange for a higher Data Rate on your Hard Drive, so make sure to use high-end SSDs to use Hap to its full potential.

There are four Versions of Hap:

  • Hap
  • Hap Alpha
  • Hap Q
  • Hap Q Alpha

Hap has a much lower Data Rate and Quality than Hap Q. The Alpha Versions of both additionally have an Alpha Channel which might also be very interesting for Video Playback in Ventuz. If you do not use the Alpha Channel make sure to use the normal Version of the Codec. Also always test if Hap has an acceptable quality, since changing to Hap Q will double the Data Rate.

Especially when using very high resolution videos Hap comes with a handy option: Slicing. This makes multithreaded decoding a lot easier and can speed up the process. At the time writing this is not supported by the Quicktime Plugin User Interface but can be enabled as an option in the ​ffmpeg encoder.

NotchLC

NotchLC is a good, modern alternative to Hap Q (or Hap QA). It supports better image quality and 10 bit color depth at similar bitrates as Hap Q while also being fully GPU accelerated. Encoding plugins for Adobe CC, Quicktime, and Video for Windows can be found here: ​https://www.notch.one/support/downloads_area/

NotchLC is a product of 10bitFX Limited (​www.notch.one)

Alpha Channel Support

The following list shows all video codecs that have an alpha channel and the supporting container formats.

File Formats avi, wmv, wma, asfmovmkv
Video Codec huffyuv
ffv1
ffvhuff
lagarith
qtrle
hap_alpha
huffyuv
NotchLC
ffvhuff
lagarith
huffyuv
ffv1
ffvhuff
lagarith

Please note that those codecs also support colorspaces without alpha channel. Always make sure your movie file uses a colorspace supporting an alpha channel (e.g. RGBA, ARGB etc.).

Audio Playback

This list shows all file formats and codecs supported by the Sound Node and Audio Clip Node.

File Format aac aiff au flac m4a mp3 opus wav
Audio Codecs aac
ac3
mp2
mp3
pcmpcmflacaac
ac3
alac
mp3flac
libvorbis
adpcm
flac
mp2
mp3
pcm
wmav1
wmav2
wmapro
wmavoice

Images and Textures

Image Loader Nodes

All image codecs that are supported by the Image Loader Nodes are listed below.

Codec jpeg tiff bmp gif msrle png tga raw dds
Supports Alpha Channel?

Vector Graphics

SVG Loader Node

SVG Files can be rasterized with the help of the SVG Loader. All .SVG Files can be used with regards of some limitations.

Limitations

There are some limitations to the Ventuz SVG Nodes.

SVG Text needs to be tested carefully since it has a lot of limitations and inaccuracies:

  • the SVG Node uses GDI to render text
  • only fonts installed on the System can be used
  • alignment and pixel pitch do not work in an exact way

Embedded Images work, but not all compositing features and blending modes are supported. Online references are not recommended.

CSSs must be embedded in the SVG document to work and not all features are working.

Animations, Interactions, Filters, Effects, Clipping and Masking are not supported and do not work.

Data

Microsoft Excel File Formats

Excel Nodes

Basically Ventuz supports all current Excel Workbook formats: .xlsx as well as the older .xls-format.

An exception to this are Workbooks that were modified by Microsoft Office for Macintosh. Those files won't be loaded properly into Ventuz scenes.

Text File Formats

Text File Node

Ventuz supports several common encodings of character sequences. Default encoding is your Operating System's ​ANSI Code Page. Other usable encodings are ​ASCII, ​UTF-7, ​UTF-8, ​Unicode and ​BigEndian Unicode.

JSON File Format

JSON Node

JSON (JavaScript Object Notation) is an open standard format that uses human-readable text to transmit data objects consisting of key:value pairs. It is used primarily to transmit data between a server and web application, as an alternative to XML.

XML File Format

XML Nodes

Ventuz can load XML files and provide their content for further processing.In addition, Ventuz provides several nodes to read, parse and evaluate XML documents.

Geometries

The following file formats can be imported into Ventuz to create complex geometries.

File Extension Name Version
.gltf / .glb GL Transmission Format only v2.0
.3ds / .prj 3ds Max 3DS all
.ase / .ask 3ds Max ASE all
.dae Collada up to 1.5
.fbx Autodesk up to 2013
.obj Wavefront all
.x DirectX all

Some information on the formats mostly used:

GLTF

The glTF Transmission Format is a royalty-free specification for efficient transmission and loading of 3d scenes, models, textures/materials and animations. The format is introduced by the Khronos Group. It defines a streamlined authoring workflow and enables the interoperable use of the content across different software packages and platforms. The importer itself supports the glTF2 standards like:

  • meshes
  • materials
  • cameras
  • scenes
  • SRT animations
  • skeletal animations
  • skinned characters/meshes

Limitations currently are:

  • mesh morph targets not supported
  • PBR will be converted as good as possible to our IBL-Phong lighting
  • reimport is only possible in a constrained way

Usally glTF requires a PBR engine, while Ventuz is an IBL-Phong based engine the importer will convert the materials in a way to make the look as similar as possible. The Materials will seem correct when using HDR layers. Therefore when importing a glTF model or scene into Ventuz by the scene open dialog the scene will automatically be opened as an HDR layer scene. Reimporting a scene can be done as long as the order of the objects in the file did not change. This is since glTF2 doesn't have unique IDs for elements.

The following glTF extensions are supported:

Extension description
KHR_materials_pbrSpecularGlossiness slightly more flexible way to define materials than the default base-metallic-roughness materials
KHR_materials_unlit no light, everything except base color and texture is ignored
KHR_texture_transform scale, rotate and translate for texture coordinates
KHR_blend advanced alpha blending modes such as additive or multiplicative
MSFT_texture_dds microsoft extension to use DDS textures, e.g. for compressed or HDR textures

3DS

The 3DS format was used by the 3D Studio DOS version and has been replaced with the first release of 3DS Max. This format is still used as interexchange format for several modeling software suites. Keep in mind that this format has big limitations compared to the OBJ file format. See ​wiki for a detailed limitations (shortcomings).

ASE

ASE stands for ASCII Scene Exporter and is a the native file format from 3D Studio Max, ActorX and Maya.

Please do not mix it up with the Adobe Swatch Exchange file format!

DAE (COLLADA)

The COLLADA Digital Asset Exchange format was introduced by Sony Computer Entertainment and is now maintained by the Khronos Group. Collada defines an open XML-based database scheme that enables 3-D authoring applications to freely exchange digital assets without loss of information, enabling multiple software packages to be combined into extremely powerful tool chains. Currently, all of the important DCC tools have either built-in exporters for the Collada format or there exist third-party plug-ins. Collada is a very powerful and flexible 3D format which seems to be evolving to an industry standard. In addition to common 3D features, the Collada specification supports, amongst others, animations, shaders and physics. In the current version of the Collada importer, Ventuz supports the import of geometry, materials and textures. All other Collada features are not supported yet.

OBJ

The OBJ file format was introduced by Alias/Wavefront and is similar in status to the 3DS format, in that it is somewhat antiquated and unreliable. The OBJ file only stores geometry information. The material and texture properties are stored in a separate file, it is the .MTL file. This file is referenced from the OBJ file. If your imported model is missing materials and textures, check if the according .MTL file exists.

FBX

The Filmbox format. This format can include Texture/Materials and SRT animations. if you have any issues using this format please try to use the 7.3 (2013) version of FBX.

X

The X file format belongs to the Microsoft DirectX API. This is the API that was used to build the Ventuz graphics engine.

Path Files

Ventuz currently can interpret two different path file formats. For 2D paths you can use .SVG files. Paths from SVG Files have points in 2D space and each segment represents a <path>-element in that SVG File. All non-path elements of the SVG are ignored.

Alternatively you can import a path using the Geometry Import Live Nodes. This will save the paths as Ventuz specific .VPATH files - a more detailed description of that file format can be found in Ventuz Path File Specification. Since it is a JSON specification you can create your own Ventuz Path Files with that specification without using the Live Geometry Import.

Substance sbsar

Substance files are created and designed with the ​Substance Designer from Allegorithmic. They are published in the .sbsar file format. As soon as you load a Substance into Ventuz the .sbsar will be copied into the Ventuz project's Misc folder. By the time of writing we do not support any substances using the MDL Graphs (Material Definition Language).

See also:
  • Video Nodes
  • Audio Nodes
  • Image Loader Nodes
  • Excel Nodes
  • Mesh Loader Node

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