Images, movies, audio clips and other content that the operator uses to fill out templates. See Assets.
Mechanism to pre-fill template values directly from the Shot Box search field. See Shot Box.
An emergency operation that removes all content from the program output without performing animations. See Taking Action.
One of multiple streams of contents that can run in parallel inside a single Director show. Also the abstraction between the operators actions and the underlying rendering machines. See Setting up the Environment.
Rules can be used to restrict or modify content that is cued to a channel. This is primarily used in multi-channel situations. A rule consists of a condition and an action that is applied when the condition matches.
Connection point for a channel in the topology which allows to both have different shows run on the same topology as well as have the same show run on different topologies.
Used in a topology as a collection of machines that should function as one.
Loading a template to make it ready for modifying its values and/or taking it on-air. See Taking Action.
A part of the Director user interface that contains a control that can be docked to the left, right, top or bottom border. See UserInterface.
Making a Playlist Entry or Timeline Item independent of the content it was created from (e.g. pages, ...). See Content References.
The log message window inside Director or the corresponding log file on hard disk. See User Interface.
A macro defines a single or a group of actions - like cueing a specific Template or modifying a Project Data Value. Once defined you can assign your Macros inside the Shortcut Editor.
A template is on-air if it is no longer cued but actually presented to the audience on screen. See Taking Action.
A combination of a template and its values which is saved to the hard disk. See Pages.
A user-ordered list of templates and/or pages that can be stepped through thanks to auto-cueing. See Playlist.
Optional 3rd party extensions to the Director code that can be developer using the Director SDK. See Plug-Ins.
The pipe associated with a channel that is used to show content to the audience as opposed to just previewing it. See Setting up the Environment.
A Ventuz project is a set of scenes, textures, movies and other elements used to create a 3D presentation. See What is a Show.
Data fields and events that are associated with a Ventuz project as a whole instead of any individual template. See Project Data.
Visualizes the state and structure of a template instance. Used for making modifications and saving them. See Property Editor.
A link from one content to another (e.g. a Timeline Item using a Page). See Content References.
The Ventuz Runtime is the 3D rendering backend for Director. See Setting up the Environment.
A Ventuz Scene is part of a project and can contain one or multiple templates. See What is a Show.
Quick access to templates, pages and assets. See Shot Box.
The main document of Director, stores the Playlist, Timeline and all other information to run a show that is not contained in the Ventuz Project/Scenes. See What is a Show.
A Page that only stores a part of a more complex content. See Pages.
An optional extension to another template. See Property Editor.
The operation that brings a cued template on-air. See Taking Action.
A blueprint or form that can be filled with data to create a visual output. See Introduction.
A way to schedule, record and playback a series of templates. See Timeline.
The network and machines that form the 3D rendering back-end for Director. See Setting up the Environment.
Mechanism to make changes to templates that are already on-air. See Taking Action.
A Windows Service that allows Director to connect to remote rendering machines. See Setting up the Environment.
Similar to channel slot, a connection point for render windows. Allows using window layouts independent of the used topology.
Images, textures, movies and every other asset that can be seen directly in the visual output when added to a template. See Assets.
A user-defined configuration of docking windows and controls. See User Interface.