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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: Text Rendering
» Index «
Next: Geometry Import »

Character Sets

Table of Contents

  1. Ventuz Character Sets
  2. Unicode Blocks 4.0.1

The entire ​Unicode range contains tens of thousands of characters required to display all written languages in the world. It also contains ranges for special characters/glyphs not related to any language, but used to display symbols or other non-language glyphs (notes, math symbols, icons, ...)

All Unicode characters are organized in "Unicode Blocks", consisting of certain ranges or groups of characters. Ventuz groups these blocks into larger groups to make a selection more comfortable.

In order to save graphics and CPU memory please select only required Character Sets. Too many glyphs can slow down your rendering performance drastically!

Ventuz Character Sets

Ventuz is using version 4.0.1 of Unicode-Blocks-Specification

Character Set Unicode Blocks
Latin basic latin, latin-1 supplement, latin extended-a, latin extended-b, latin extended additional
Symbols ipa extensions, spacing modifier letters, combining diacritical marks, phonetic extensions, general punctuation, superscripts and subscripts, currency symbols, combining diacritical marks for symbols, letterlike symbols, number forms, arrows, mathematical operators, miscellaneous technical, control pictures, optical character recognition, enclosed alphanumerics, box drawing, block elements, geometric shapes, miscellaneous symbols, dingbats, miscellaneous mathematical symbols-a, supplemental arrows-a, braille patterns, supplemental arrows-b, miscellaneous mathematical symbols-b, supplemental mathematical operators, miscellaneous symbols and arrows, high surrogates, high private use surrogates, low surrogates, private use area, alphabetic presentation forms, variation selectors, combining half marks, small form variants, halfwidth and fullwidth forms, specials
Greek greek and coptic, greek extended
Cyrillic cyrillic, cyrillic supplement
Arabic arabic, arabic presentation forms-a, arabic presentation forms-b
Special Language 1 armenian, hebrew, syriac, thaana, devanagari, bengali, gurmukhi, gujarati, oriya, tamil, telugu, kannada, malayalam, sinhala, thai, lao, tibetan, myanmar, georgian, hangul jamo, ethiopic, cherokee, unified canadian aboriginal syllabics, ogham, runic, tagalog, hanunoo, buhid, tagbanwa, khmer, mongolian, limbu, tai le, khmer symbols
Special Language 2 cjk radicals supplement, kangxi radicals, ideographic description characters, cjk symbols and punctuation, hiragana, katakana, bopomofo, hangul compatibility jamo, kanbun, bopomofo extended, katakana phonetic extensions, enclosed cjk letters and months, cjk compatibility, cjk unified ideographs extension a, yijing hexagram symbols, cjk unified ideographs, yi syllables, yi radicals, hangul syllables, cjk compatibility ideographs, cjk compatibility forms
Extended linear b syllabary, linear b ideograms, aegean numbers, old italic, gothic, ugaritic, deseret, shavian, osmanya, cypriot syllabary, byzantine musical symbols, musical symbols, tai xuan jing symbols, mathematical alphanumeric symbols, cjk unified ideographs extension b, cjk compatibility ideographs supplement, tags, variation selectors supplement, supplementary private use area-a, supplementary private use area-b

Unicode Blocks 4.0.1

# Blocks-4.0.1.txt
# Date: 2004-03-01, 15:52 [KW]
#
# Unicode Character Database
# Copyright (c) 1991-2004 Unicode, Inc.
# For terms of use, see http://www.unicode.org/terms_of_use.html
# For documentation, see UCD.html
#
# Note:   When comparing block names, casing, whitespace, hyphens,
#         and underbars are ignored.
#         For example, "Latin Extended-A" and "latin extended a" are equivalent.
#         For more information on the comparison of property values, 
#            see UCD.html.
#
# Code points not explicitly listed in this file are given the value No_Block.
# Format:
# Start Code..End Code; Block Name

# ================================================

# Property:	Block

0000..007F; Basic Latin
0080..00FF; Latin-1 Supplement
0100..017F; Latin Extended-A
0180..024F; Latin Extended-B
0250..02AF; IPA Extensions
02B0..02FF; Spacing Modifier Letters
0300..036F; Combining Diacritical Marks
0370..03FF; Greek and Coptic
0400..04FF; Cyrillic
0500..052F; Cyrillic Supplement
0530..058F; Armenian
0590..05FF; Hebrew
0600..06FF; Arabic
0700..074F; Syriac
0780..07BF; Thaana
0900..097F; Devanagari
0980..09FF; Bengali
0A00..0A7F; Gurmukhi
0A80..0AFF; Gujarati
0B00..0B7F; Oriya
0B80..0BFF; Tamil
0C00..0C7F; Telugu
0C80..0CFF; Kannada
0D00..0D7F; Malayalam
0D80..0DFF; Sinhala
0E00..0E7F; Thai
0E80..0EFF; Lao
0F00..0FFF; Tibetan
1000..109F; Myanmar
10A0..10FF; Georgian
1100..11FF; Hangul Jamo
1200..137F; Ethiopic
13A0..13FF; Cherokee
1400..167F; Unified Canadian Aboriginal Syllabics
1680..169F; Ogham
16A0..16FF; Runic
1700..171F; Tagalog
1720..173F; Hanunoo
1740..175F; Buhid
1760..177F; Tagbanwa
1780..17FF; Khmer
1800..18AF; Mongolian
1900..194F; Limbu
1950..197F; Tai Le
19E0..19FF; Khmer Symbols
1D00..1D7F; Phonetic Extensions
1E00..1EFF; Latin Extended Additional
1F00..1FFF; Greek Extended
2000..206F; General Punctuation
2070..209F; Superscripts and Subscripts
20A0..20CF; Currency Symbols
20D0..20FF; Combining Diacritical Marks for Symbols
2100..214F; Letterlike Symbols
2150..218F; Number Forms
2190..21FF; Arrows
2200..22FF; Mathematical Operators
2300..23FF; Miscellaneous Technical
2400..243F; Control Pictures
2440..245F; Optical Character Recognition
2460..24FF; Enclosed Alphanumerics
2500..257F; Box Drawing
2580..259F; Block Elements
25A0..25FF; Geometric Shapes
2600..26FF; Miscellaneous Symbols
2700..27BF; Dingbats
27C0..27EF; Miscellaneous Mathematical Symbols-A
27F0..27FF; Supplemental Arrows-A
2800..28FF; Braille Patterns
2900..297F; Supplemental Arrows-B
2980..29FF; Miscellaneous Mathematical Symbols-B
2A00..2AFF; Supplemental Mathematical Operators
2B00..2BFF; Miscellaneous Symbols and Arrows
2E80..2EFF; CJK Radicals Supplement
2F00..2FDF; Kangxi Radicals
2FF0..2FFF; Ideographic Description Characters
3000..303F; CJK Symbols and Punctuation
3040..309F; Hiragana
30A0..30FF; Katakana
3100..312F; Bopomofo
3130..318F; Hangul Compatibility Jamo
3190..319F; Kanbun
31A0..31BF; Bopomofo Extended
31F0..31FF; Katakana Phonetic Extensions
3200..32FF; Enclosed CJK Letters and Months
3300..33FF; CJK Compatibility
3400..4DBF; CJK Unified Ideographs Extension A
4DC0..4DFF; Yijing Hexagram Symbols
4E00..9FFF; CJK Unified Ideographs
A000..A48F; Yi Syllables
A490..A4CF; Yi Radicals
AC00..D7AF; Hangul Syllables
D800..DB7F; High Surrogates
DB80..DBFF; High Private Use Surrogates
DC00..DFFF; Low Surrogates
E000..F8FF; Private Use Area
F900..FAFF; CJK Compatibility Ideographs
FB00..FB4F; Alphabetic Presentation Forms
FB50..FDFF; Arabic Presentation Forms-A
FE00..FE0F; Variation Selectors
FE20..FE2F; Combining Half Marks
FE30..FE4F; CJK Compatibility Forms
FE50..FE6F; Small Form Variants
FE70..FEFF; Arabic Presentation Forms-B
FF00..FFEF; Halfwidth and Fullwidth Forms
FFF0..FFFF; Specials
10000..1007F; Linear B Syllabary
10080..100FF; Linear B Ideograms
10100..1013F; Aegean Numbers
10300..1032F; Old Italic
10330..1034F; Gothic
10380..1039F; Ugaritic
10400..1044F; Deseret
10450..1047F; Shavian
10480..104AF; Osmanya
10800..1083F; Cypriot Syllabary
1D000..1D0FF; Byzantine Musical Symbols
1D100..1D1FF; Musical Symbols
1D300..1D35F; Tai Xuan Jing Symbols
1D400..1D7FF; Mathematical Alphanumeric Symbols
20000..2A6DF; CJK Unified Ideographs Extension B
2F800..2FA1F; CJK Compatibility Ideographs Supplement
E0000..E007F; Tags
E0100..E01EF; Variation Selectors Supplement
F0000..FFFFF; Supplementary Private Use Area-A
100000..10FFFF; Supplementary Private Use Area-B
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Next: Geometry Import »
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