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Ventuz 5 Quick Guide

  • Introduction
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  • Optimize Rendering Performance
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Ventuz 5 Designer

  • Index
  • Getting Started
  • Designer Options
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Projects & Scenes
  • Projects and Scenes
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Interface
  • Designer Interface
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  • Layer Editor
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  • VR Nodes
  • How to work with Head Mounted Displays
  • Cluster
  • Multi Display Setups and Shaping
  • Warping, Soft Edging and Masking

Ventuz 5 Node Reference

ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Keyframe Animation
  • Animation Group
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
INTERACTION
  • 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
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
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
LAYER
  • 3D Layers
  • 3D Layer Reference
  • 2D Layers
  • PSD Import Layer
  • Others
RENDER OPTIONS
  • Alpha Blending
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Point Options
  • Render Cube Map
  • Render Options
  • Stencil
  • ZTesting
LIGHT
  • Light Sources
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
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
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Gradient Texture
  • Texture Saver
  • Video Source Selector
  • VIO Input
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • FFT Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot

Ventuz 5 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

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

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
  • Deprecated Remoting
  • Ventuz IP Ports
  • Ventuz Machine Service
  • Remoting Machine Signature
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz VIO API

General Reference

  • Terminology
  • Manual Index

Miscellaneous

  • Presets
  • PropertyGroups
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Table of Contents

  1. Mesh Capabilities
  2. Geometry Import
    1. Properties
  3. Geometry Import Live
    1. Installation
    2. Set Up the Live Link
    3. Configure the Live Link
    4. Sending Animations

Geometry Import

Geometry ImportAllows importing many 3D content in industry standard formats like Collada, FBX, 3DS, OBJ, etc..
Geometry Import LiveCreates Live Link with Maxon Cinema 4D, every changes made in Cinema 4D scene are updated live in Ventuz Scene

Models in standard industry formats have to be imported and converted to the native Ventuz Mesh Format (.vzm) before they can be used in a scene via a Mesh Loader node. For further information on these formats see the Supported Formats page.

Although some of these formats store information about lights, cameras, animation and so forth, Ventuz only imports the geometric data, the geometric hierarchy, material properties and textures.

In order to import geometry from any of the above formats place a Geometry Import Node in your Hierarchy after which the resulting Mesh will be placed.

Once the import is complete, a .vzm version of the model is stored in the Projects Folder Structure and Mesh Loader nodes are added to the scene hierarchy.

Mesh Capabilities

A Ventuz mesh has the following limitations and capabilities:

  • Per-vertex position, normal, texture, tangential and binormal information.
  • Tangents and binormals will be imported if there is no information about them they will be calculated.
  • Two sets of texture coordinates containing U/V-values is stored per vertex.
  • VZM Files are also able to have 3D Texture Coordinates.

Geometry Import

In contrast to the Mesh Loader Node the Geometry Import Node is able to import Standard Industry Formats. You can specify a file path and then update the node. In this process, Ventuz creates a Ventuz Mesh File based on the defined parameters. Afterward, the Geometry Import Node creates Child Nodes that render the imported mesh. If necessary it will create Axes, Materials, Keyframe Animations and Mesh Loader Nodes in order to accomplish that.

Properties

After placing the Node you need to specify the Asset property to define which Geometry file to import. Afterward, you need to specify all import options.

Scaling and Positioning
ScalePreset provides several default presets for common 3D Modelling Software. User will enable to define an own Scaling Factor with the Scale property (only shown when User is actually chosen).

The BoundingBox properties will adjust the pivot points of each imported mesh. If set to None it will use the defined pivot in the geometry file. Otherwise, it will use the right, center or left point in the Bounding Box of the imported mesh. When PreserveOffsets is turned on Ventuz adjusts the Subset's positions so that the resulting Mesh will look the same even with different pivot points.

Animation
AnimationSpeed adjusts the scaling of frames in between Keyframes when importing an Animation.

Faces, Normals, UVs
In the Process Category you can change the interpretation of the Geometry while importing. FlipNormals will use the exact negative vectors of the normals of each face. FlipUV will reverse the UV Coordinates by subtracting the original UV coordinate of a Vertex from 1. FlipWindingOrder will change the order of the vertices of a face. This results in a different Culling of the faces.

Resulting File
When done you can click on the Update Button on the bottom of the Property Window. Now Ventuz will import the chosen Geometry File and create a .vzm file in the project's Geometries Folder that has the same name as the original file. Ventuz will by default generate a new folder for each imported geometry using a GUID as the folder's name. If you want to specify an own subdirectory use the SubDirectory property.

The SubDirectory string will be handled as a URI - if you want to have no Subdirectory for the imported geometry input a . and Ventuz will place the resulting files directly in the Geometries-Folder.

DoPopupOnErrors will enable Ventuz to show a Dialog Window when an error during the import process occurs.

Resulting Hierarchy Tree
SortSubsetsBy will define how the Hierarchy Tree of the resulting Nodes will be built. Original will copy the Tree of the original file. Material will merge all Subtrees that use the same Material into one. This results in a more maintainable tree since there is only one Material Node for any kind of Material. ImportMaterials will allow the Node to read out the Materials in the Imported file and add Material Nodes accordingly. Note that when disabled the Hierarchy Tree will be built the same way regardless of the SortSubtreeBy property.

The Optimize Category offers several options that allow for performance-wise optimization. When BakeTransformations is turned on the Node bakes all Offsets of the pivots of each Subset into the resulting Mesh, so that there is no need for Axis Nodes. MergeMaterials will allow the node to look at the resulting Materials and merge all that are equal to each other so that their children will be placed in the same subtree. MergeSubsets will also merge all Subsets that have the exact same parent nodes (due to baked transformations and merged materials). The following table illustrates some of these cases for better understanding.

No Merging Merge Materials Merge Materials+Subsets

Once the input asset has changed you might want to update the Geometry Import Node to re-import the geometry. This is easily available through the update button. The CreateNodes boolean defines whether this Node is allowed to create any new Nodes in that process. If not, it may only update existing Nodes. UpdateNodes is the equivalent boolean for updating nodes. If disabled, the importer may not update existing nodes and instead creates new ones only. The node will always first try to Update existing Nodes (if allowed) and only if that is not possible it will create new ones (if that is allowed).

Geometry Import Live

Ventuz 5 opens up new and more efficient workflows for importing 3D content by offering a live link to your content in Cinema 4D Studio. This means every change you make to a mesh in Cinema 4D will update the linked mesh in your Ventuz Scene automatically and in real time. This Chapter will discuss how to set up such a link and how to use it.

The Ventuz Plugin for Cinema4D works only with Windows Systems. Macintosh systems are not supported!

Installation

In order to use the Live Link Feature you first need to add the Ventuz Plugin to your Cinema 4D installation.

  1. Install Cinema 4D Studio R16 or higher.
  2. Open it at least once with each user that needs to use the Ventuz Plug-In.
  3. Find the Ventuz Installation Folder. By default, this is C:\Program Files\Ventuz Technology Group\Ventuz 5. Start the Cinema4dPluginInstaller.exe.
  4. Choose whether to install for the current user only or for all users. If the program does not find the needed directories you might need to specify them manually.
  5. Restart Cinema 4D and you are done!

Set Up the Live Link

To be able to use the live link you must have both Ventuz and Cinema 4D open on your machine.

To create the Link you first have to create the endpoint on the Cinema 4D side. To do that, select any object in the Hierarchy Tree of your Scene. By clicking on the Tags menu and finding the Ventuz Tags submenu you can add a Ventuz Setup Link to it. This tag creates an endpoint which Ventuz is able to connect to.

Now you may select any Geometry that is a child of that object to add a synchronization link. Use the Ventuz Object Link for that.

To load your object in Ventuz you simply place a Geometry Import Live Node in the Hierarchy in your Ventuz Scene. On the bottom of the properties window you can find a Menu named Live-Link. Open it and you can see a list of all currently supported software. In each of those you see the objects with a Ventuz Setup Link Tag in the open scene in Cinema 4D. Select the one you want to use and click on Update. When opening the Dropdown menu again you can change the connected Object or disconnect completely.

To make sure that you always use the scaling defined in your Cinema4D Project, you can set the ScalePreset property to Cinema4D, and you should be able to see all the geometries you have created in Cinema 4D.

Every Mesh you import this way will be saved in your project directory in the Geometries Folder named with an automatically generated UID. You are able to copy and rename it to be able to reuse the geometry as if it was imported with the Standard Geometry Import Node.

In the Output Properties, you can find the DocumentName. This is set to the last Cinema 4D Scene Name that the Geometry Live Link node was connected to.

Configure the Live Link

Ventuz is able to read several properties of a Geometry from Cinema4D. To define which properties should be sent, you can configure the Ventuz Object Link Tag. Click directly on the Tag in your Cinema 4D scene's hierarchy (clicking on the Object in the Hierarchy does not do - you need to click the tag itself). Now in the Attributes Window you can adjust everything regarding that tag.

All changes to the tagged geometry or its modifiers will be automatically updated and sent to Ventuz - if activated in the Tag. Whereas every change to a property of the Tag itself needs a manual update of the Geometry Import Live Node in Ventuz to take effect.

Use Object Name will define if Ventuz should use the same Name as Cinema4D for the created Node or if you want to set a different name for it. You may also create a Name Suffix to append to the Name in the Cinema4D scene. Force Refresh will update the Nodes in your Ventuz Scene while Connection Status displays if the geometry is used for a Live Link.

The animation related properties will be discussed below. Sending Enabled controls whether to send information or not. Send Geometry defines whether information about the Mesh of the object should be sent and Send Transformation will enable sending the transformation data relative to the parent object in the scene's hierarchy.

The Material Options define which Properties of the Material to send. If none of these options is enabled, Ventuz will not create a Material Node. Note the differences in the naming of the maps in Ventuz and Cinema4D.

Cinema4D Term Ventuz Term
ColorDiffuse
LuminanceEmissive
SpecularSpecular
DiffusionBase Color

For each property you can choose to include or ignore the Texture and its Alpha Channel. The Color, Luminance, Specular and Specular Mask may have a default value in the Material and thus can be sent without using a texture. The Normal Map and the Displacement Map may only be sent via texture.

When a Texture is set to send, but is not applied in Cinema4D, Ventuz will apply its default checker texture. Therefore, if not using a texture you should disable the Texture Flag to be sure to send a solid colored object and not a checkered one.

To have a detailed description of those terms and the different functionality of the textures see the documentation of the Ventuz 5 Material System.

Sending Animations

To submit an Animation you can create it in your scene as usual in Cinema4D - add some keyframes in the scene's animation timeline and adjust some properties of your geometry or its modifiers and link them to the keyframes. To send them to Ventuz you have to first define the wanted time interval with Start/End of Animation and can then click on Create Animation. If you want to delete the Animation, click on Clear Animation.

On the Ventuz side you can animate through the defined keyframes by using the Frame property of the Mesh Loader Node (not the Geometry Import Live Node). To be able to send the Animation you must make sure that you enabled the properties in the Object's Ventuz Tag.

See also:
  • Mesh Loader Node
  • Geometry Import
  • Material Node
  • Axis Node
  • Keyframe Animation
  • Supported Formats

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