Navigation

Ventuz Introduction

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Ventuz Products
  • Realtime Rendering
  • Frequently Asked Questions
  • Common Mistakes
  • Deploying a Ventuz Presentation
  • Scene Performance and Tweaks

Quick Guides

  • Quick Guide Index
  • Business Logic
  • 3D Art
  • 2D Art
  • Programming
  • System Engineer

General

  • Index
  • What's New
  • Ventuz System Requirements
  • Configuration Editor
  • Device Configuration
  • Machine Configuration
  • Render Setup Editor
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Live Runtime Control
  • Project and Show Management
  • Web Configuration Editor
  • Communication Protocol Overview
  • GPI Configuration for Runtime or Director
  • Introduction to the Ventuz Video Engine
  • Supported Formats
  • Supported Hardware
  • Color Management and HDR Workflow
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • Migrating Configs & Content to Ventuz 8
  • Migrating Content to Ventuz 7
  • Migrating Content to Ventuz 6
  • Migrating Content to Ventuz 5
  • Summary Shortcuts
  • Terminology
  • Manual Index

Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
  • Designer Overview
  • Realtime Rendering
  • Project Browser
  • Designer Interface
  • Designer Options
  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D Workflow
  • 3D Workflow
  • PBR Workflow
  • Animation Workflow
  • Best Practices
  • Reading Data in Ventuz
  • Display Images and Movies
  • Scene Performance and Tweaks
  • Deploying a Ventuz Presentation
  • Render to Disk
  • Multi Screen and Output Setup
  • Explanation of Compositions, Screens and Outputs
  • Workflow of using Multi Screens
  • Multi GPU
  • Previs
User Interface
  • Designer User Interface Index
  • Designer Interface
  • Renderer Window
  • Layer Editor
  • Property Editor
  • Property Groups
  • Hierarchy Editor
  • Content Editor
  • Find and Replace
  • Toolbox
  • Animation Editor
  • Shader Editor
  • Text Editor
  • Message View
  • Scene Tree
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Scene Control Window
  • Performance Statistics
2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Hierarchy and Content Editors
  • Display Images and Movies
3D Workflow
  • 3D Workflow Index
  • 3D Workflow
  • Hierarchy and Content Editors
  • Renderer Window
  • Camera Navigation
  • Manipulate Objects with Gizmos
  • In-Scene Editing
  • Layer Editor
  • Property Editor
  • Hierarchy Editor
  • Working with Nodes
  • Isolated Objects
  • Containers
  • Text Rendering
  • Character Sets
  • Geometry Import
  • Color Management and HDR Workflow
  • Display Images and Movies
  • Particle System
  • Creating Realistic Reflections
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Logic Workflow
  • Logic Workflow Index
  • Hierarchy and Content Editors
  • Content Editor
  • Hierarchy Editor
  • Working with Nodes
  • Property Editor
  • Containers
  • Project and Scene Data
  • Reading Data in Ventuz
  • Display Images and Movies
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Animation Workflow
  • Animation Workflow Index
  • Animation Workflow
  • Animation Editor
  • Content Editor
  • Hierarchy Editor
  • Property Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Scene Transitions
  • Unreal Integration
  • Notch Integration
Project Structure
  • Project Structure Index
  • Annotations
  • Project Documentation
  • Projects and Scenes
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Management
  • Scene Statistics
  • Scene Tree
  • Performance Statistics
How Tos
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Enable HDR Video Output
  • How To Work with the HDR Layer
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • 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 use Stream Out
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To use the Vertex Integration
  • How To Control and Customize Ventuz
  • How to use the Companion with Director
  • How to build Previs scenes with Designer
  • How to migrate from Ventuz 6 to Ventuz 7
Reference
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • E2E Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic Nodes
  • Previs Nodes
  • Render Option Nodes
  • Slides Nodes
  • Sound Nodes
  • Text Nodes
  • Texture Nodes
  • VR Nodes
  • World Nodes
  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Ventuz Director

  • Index
  • What's New in Director
  • Introduction
  • Environment
  • Show
  • User Interface
  • Assets
  • Taking Action
  • Property Editor
  • Shot Box
  • Project Data
  • Pages
  • Playlist
  • Transitions
  • Timeline
  • Content References
  • Topology
  • Channels
  • Macros
  • Designing Templates
  • Scene Transitions
  • Plug-Ins
  • Shortcuts
  • Command Line Options
  • Application Settings
  • Glossary
  • GPI Configuration

Ventuz Runtime & Configuration

  • Runtime Index
  • Configuration Editor
  • Machine Configuration
  • Device Configuration
  • Project and Show Management
  • Live Runtime Control
  • Web Configuration Editor
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Multi Screen and Output Setup
  • How to migrate from Ventuz 6 to Ventuz 7
  • Machine Clustering
  • Supported Hardware
  • Director Mode
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to Use Head Mounted Displays
  • How to Setup Spout with Ventuz
  • How to Use Newtek NDI
  • How to Use a Mixed Frame Rate Cluster
  • How to Use Tracking

Multi Output & Display Setups

Introduction
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Machine Clustering
  • Support for multiple GPU's
Editors
  • Configuration Editor
  • Device Configuration
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Designer Stage Editor
Workflows
  • How to Build Content for Multiple Screens
  • How To Play Out On Multiple Outputs
  • How To Render on a Machine Cluster
  • How to build Previs scenes with Designer

How To

Designer
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Work with the HDR Layer
  • How To Enable HDR video output
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • 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 use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
Runtime & Configuration
  • Runtime How Tos Index
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to use Head Mounted Displays
  • How to setup Spout with Ventuz
  • How to use Newtek NDI
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
  • Multi Screen and Output Setup
  • How To Enable HDR video output
Director
  • How To Control Multiple Graphics Independently From Each Other
  • How to use the Companion with Director

Ventuz Node Reference

Available Nodes Overview
  • All Designer Nodes
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
E2E
  • E2E Axis
  • E2E Data
  • E2E Control
  • E2E Layer
  • E2E Provider
  • E2E Node Overview
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
  • HTTP
  • RamDiskWriter
LAYER
  • 3D Layers
  • 3D Layer Reference
  • Composition Layer
  • 2D Layers
  • PSD Import Layer
  • E2E Layer
  • Mixer Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Data Portals
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Render Setup Relation
  • Text Splitter
  • Timer
  • Toggle
  • Transition Info
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
PREVISUALIZATION
  • Introduction to Previs
  • Previs Screen
  • Previs Canvas
  • Compositon List
  • Rendersetup Objects
  • Composition Projector
  • Previs Screen Render Options
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
  • QR Code
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
  • Cloner

Advanced and Development

  • Advanced and Development Index
  • Command Line Options
  • Ventuz IP Ports
  • Ventuz Machine Service
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz Extension API
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API
  • Lens Calibration File for FreeD
  • E2E Node Overview
  • Unreal Integration
  • Notch Integration
Remoting
  • Remoting Index
  • Remoting Overview
  • How To Control and Customize Ventuz
  • Remoting 4
  • Remoting 4 via Websockets
  • Remoting 4 via HTTP
  • Director Remoting
  • Deprecated Remoting

Misc

  • Presets
« Previous: Scene Performance and Tweaks
» Index «
Next: Business Logic »

#

Table of Contents

  1. SDI
  2. Video Playback
    1. High Resolution/ many Videos
      1. Hap Codec
      2. NotchLC
      3. Nvidia fully-accelerated hardware-based video decoding
    2. Alpha Channel Support
  3. Audio Playback
  4. Images and Textures
  5. Vector Graphics
    1. Limitations
  6. LUTs
  7. Data
    1. Microsoft Excel File Formats
    2. Text File Formats
    3. JSON File Format
    4. XML File Format
  8. Geometries
    1. GLTF
    2. 3DS
    3. ASE
    4. DAE / ZAE (COLLADA)
    5. OBJ
    6. FBX
    7. STL / STP
  9. Path Files
  10. 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 Colorspaces
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, BT2100
2160p 30 29.97 25 24 23.98 3840x2160 progressive Blackmagic 6G or SDI-3G Dual Link BT709, BT2100
4k DCI 25.00 24.00 23.98 4096x2160 progressive Blackmagic 6G or SDI-3G Dual Link BT709, BT2100
2160p 30 29.97 25 24 23.98 3840x2160 progressive -/- 4xSDI-HD in quarters BT709, BT2100
4k DCI 25.00 24.00 23.98 4096x2160 progressive -/- 4xSDI-HD in quarters BT709, BT2100
2160p 60.00 59.94 50.00 3840x2160 progressive -/- 4xSDI-3G in quarters BT709, BT2100
4k DCI 60 59.94 50 48 47.95 4096x2160 progressive -/- 4xSDI-3G in quarters BT709, BT2100

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
shq2
shq7
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
ProRes
qdraw
qtrle
r10k
!r210
smc
svq1
svq3
shq2
shq7
theora
tscc
v210
vcr1
vp3
vp6
vp8
wmv1
wmv2
wmv3
zlib
zmbv
av1
ffv1
ffvhuff
flashsv
flic
flv1
h261
h263
h264
h265
huffyuv
jpegls
lagarith
loco
mjpeg
mpeg1video
mpeg2video
mpeg4
msmpeg4v2
msmpeg4v3
msvideo1
mszh
ProRes
r10k
!r210
svq3
theora
v210
vc1
vcr1
vp3
vp6
vp8
wmv1
wmv2
wmv3
zlib
zmbv
theoraflv1
vp6
av1
h264
h265
mjpeg
mpeg1video
mpeg2video
mpeg4
mpeg1video
mpeg2video
mpeg4
h264h264
h265
mpeg1video
mpeg2video
mpeg4
mpeg1video
mpeg2video
mpeg4
av1
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

Avid DNxHD, DNxHR, XDCAM and MXF Container are also working but to use them a special option for the Enterprise License has to be purchased. More information about this can be read right here : ​https://www.ventuz.com/editions/

High Resolution/ many Videos

With Ventuz we offer several options to playback many and high resolution video clips.

Hap Codec

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.

A limitation of the HAP codec is, that the resolution for width and height have to be divisible by four.

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)

Nvidia fully-accelerated hardware-based video decoding

NVIDIA GPUs contain one or more hardware-based decoder which provides fully-accelerated hardware-based video decoding for several popular codecs. Since Ventuz 7.0 we fully support NVDecode, check out the ​Nvidia NVDecode documentation for a full list of supported GPU's and codecs.

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
ProRes
ffvhuff
lagarith
huffyuv
ffv1
ffvhuff
lagarith
ProRes

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 ogg opus wav
Audio Codecs aac
ac3
mp2
mp3
pcmpcmflacaac
ac3
alac
mp3flac
vorbis
opus
opusadpcm
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 pbm png tga webp qoi dds avif exr heic hdr
Supports Alpha Channel
Supports HDR/Wide Color

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.

LUTs

The following file formats can be loaded as LUTs into the LUT layer effect or material stage

File Extension Name Remarks
.cube Resolve cube LUT
.clf ACES Common LUT Format
all image formats HaldCLUT or 1D LUT
.dds DDS Volume Texture gets loaded as 3D LUT

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 / .zae Collada (zipped) up to 1.5
.fbx Autodesk up to 2013
.obj Wavefront all
.stl Stereo Litho all
.stp Step Files 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
  • reimport is only possible in a constrained way

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_blend advanced alpha blending modes such as additive or multiplicative
KHR_lights_punctual support for directional/point/spot lights in the scene
KHR_materials_emissive_strength PBR only: set the gain of the emissive channel
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
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 / ZAE (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. Currently we support also the .zae extension, which is basically a zipped dae file including textures.

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.

STL / STP

The "Stereo Litho" and STEP format are used for FDM and CAM as well as a standard exchange between CAD and CAM programs. We support the Binary and ASCII representations. These formats include just triangles - no support for materials or textures is given.

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 Adobe. 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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