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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: Content References
» Index «
Next: Channels »

Topology

Table of Contents

  1. The Topology Editor
  2. Machines
    1. Administration
  3. Cluster
    1. Ports
    2. Assigning Machines
    3. Error State
  4. Channel Slot
    1. Connections
  5. View
  6. Managing Multiple Topologies
    1. Embedding Topologies

As discussed in previous chapters, one of the fundamental design principles of the Director is the separation of content and the actual rendering system via channels. A channel is a stream of content (specifically templates being cued, filled with values and taken on air). Where that content is rendered is not part of the show but part of the topology. This allows an operator to create a show, pre-fill and test playlists and timelines, create pages, develop window layouts and everything else on the go on his laptop. Once he comes to the venue where the event is taking place, he simply switches the topology and is ready to run the same show on a multi-machine setup.

So what is a topology? Think of it as a blueprint of the environment in which Director works. It defines how many machines should be in each rendering cluster, from which channel they can receive template commands and which outputs are made available to be shown in the preview windows inside Director. It does not enforce any machine setup information like machine/group IDs, the render setup to use or how the rendering pipes are configured in those machines. Instead it presents the state machines are in and visualizes potential problems.

The actual hardware/software setup of individual machines is done via the Ventuz Configuration Editor.

Topologies are usually created by the IT department in advance when the rendering machines are set up, along the lines of creating a proper render setup for a cluster or making sure the group IDs match. A Ventuz Director operator typically only selects the correct topology to run his shown on and uses the Topology Editor to monitor the environment.

Director only sends remoting commands to remote machines, no images, videos, templates and so forth. Each machine has to have its own copy of the Ventuz project including all assets and it has to be in the VMS's synchronization directory. This can be done manually or by using a 3rd party file synchronization tool or network shared folders.

The Topology Editor

The topology editor has a special role in the user interface in that it is always part of the window layout, same as the message log. The easiest way to access it is via the topology button on the empty workbench (to the right of the topology chooser) or the same button in the show control once a show has been opened.

The editor has three distinct parts:

  • the actual topology in the center
  • the list of available machines on the right
  • the editing toolbar at the bottom

The image above shows the state of the topology editor when no show is opened. While running a show, the available machines list and the editing toolbar are automatically removed.

The editor has two distinct modes of operator, depending on whether a show is open or not. When no show is open, the topology can be edited, machines configured but nothing disturbs a Ventuz Runtime that might run on a remote machine. As soon as a show is opened, the topology can no longer be modified and Director takes control of all machines used in the topology.

The topology editor always shows the currently active topology. Same as on the empty workbench, the topology editor's toolbar contains a drop down box where all available topologies are listed. In the image above, the automatically generated default topology "(local)" is selected. It consists of one channel slot, one cluster, two views and various connections between them.

Elements in the topology can be selected by  clicking on their name, adding shift or ctrl to select multiple elements. Selected elements can be moved by  dragging the region where their name is shown. New elements can be added by either clicking the appropriate buttons in the toolbar or via the context-menu when  clicking on the background of the topology editor. Connections between elements are created by  dragging from an outlet to another outlet of the same type on another element. To change the area that is viewed,  drag to pan or use the  wheel to zoom in/out.

Machines

Machines are represented by a rectangular box with their IP-address and name next to it. The following shows a cluster of three machines in various states:

  • The top machine is correctly connected via VMS (bright gray color), it has a machine ID of 1 (number inside the rectangle) and a Ventuz runtime is currently running on that machine (green V-icon on the right).
  • The center machine has been assigned to the cluster but there is a problem (red rectangle). In this example, when the screenshot was created Director had failed to connect to the machine because it was shutdown.
  • The last slot of the cluster has no machine assigned (faded out gray).

The same information is also available for machines that have been detected on the network but are not currently used in the topology: the list of available machines. This part of the topology editor is collapsed by default and can be opened by  clicking on the label "Available Machines" on the far right side of the topology editor. For a machine to be listed here, it has to have a running Ventuz Machine Service (VMS).

As will be seen later, the local machine has a special role and is never listed in the available machines list.

Further information about a machine is displayed when hovering the mouse cursor over the machine's name. In a similar fashion, information about the runtime is shown when hovering over the Ventuz Runtime icon.

Administration

As stated in the beginning, the purpose of the topology editor is not to fully configure a machine as that is done via the Ventuz Configuration Editor. However, since Ventuz allows having multiple viable configurations stored on a machine, the task for a Director operator is often not to create a configuration but restore it. For this purpose, some basic administration operations have been added to the context menu that can be reached by  clicking on a machine.

The system menu contains entries to start/stop a runtime or shutdown/reboot the whole machine. Similar operations are available when right-clicking on the cluster itself to perform them on all machines in the cluster. To change the configuration of a machine, make sure there is no Ventuz Runtime running and then select the Configuration entry (or  double-click on the machine).

This is basically a slimmed down version of the front page of the Ventuz Configuration Editor. It uses the same mechanism to access the machine via the Ventuz Machine Service (VMS) and change the active configuration. A similar dialog is available via the Configuration entry in the cluster's context menu to edit all machines at the same time.

Cluster

Inside the topology, a machine never exists on its own but is always part of a cluster, even if that cluster only consists of that one machine. The reason for this is that the cluster provides and manages the outlets Director can connect to in order to send cueing commands or receive preview outputs.

There are various ways to create a cluster: The add cluster button in the topology editor's toolbar, the context menu when  clicking on the background of the topology editor, but the quickest is to simply  drag a machine from the available machines list to the background of the topology editor. Regardless of which way is used, the cluster edit dialog is opened in which a name can be given, the number of machines in the cluster is specified as well as whether it is a single or dual pipe cluster. The same dialog can be accessed by  double-clicking on a cluster's name or via the cluster's context menu.

Note that the pipe count is again only a planned goal. It specifies that the machines in this cluster should have that amount of pipes, the actual pipe count is dependent on the configuration of the machine itself.

The local machine has a special role inside a topology. It is never part of the available machines list and cannot be assigned to an existing cluster. The only way to use it is to create a local machine cluster via the add cluster button or add cluster context menu entry.

Ports

Ports are shown as connection points on the left side of each pipe. The number of actually available pipes depends on the number of scene ports in the Ventuz project's layout scene. In other words, to support cueing multiple templates in parallel on the same pipe, the project has to be build for it. As with pipes, the number of ports shown in the topology is only a plan of what the operator assumes the project to be. The number of ports per pipe is a global setting on the topology and can be adjusted via the properties button at the far right of the topology editor's button toolbar.

Assigning Machines

Once a cluster has been created, the next step is usually to assign machines to it. This can be done by  dragging an available machine from the available machines list to the cluster, via the context menu when  clicking on the empty machine slot in the cluster or by specifying an IP address for a yet unavailable machine (also via the context menu). The order of machines inside a cluster can be changed by dragging one machine and dropping it on to another machine slot. As soon as a machine is assigned to a cluster, it's machine ID is shown inside the rectangle that represents the machine.

A machine can be unassigned by either dragging it from the cluster to the topology editor background or also via the machine's context menu.

Error State

Depending on the machines inside a cluster, a cluster can be in an error or warning state. This is shown by the color of the group ID in the top right corner of the cluster. When hovering over that number, a tooltip will list the detected problems.

Channel Slot

A show is completely agnostic to what topology it is running on as everything is routed through channels. But of course a channel has to know where in the topology it can send its commands to. Each channel slot represents a point in the topology where a channel can potentially be attached to. It has a program and preview outlet that can be connected to clusters but does not have any functionality per se. All it got is a name and its internal ID.

Each channel in a show has a channel slot ID it tries to connect to in the currently active topology when a show is opened. This connect is re-resolved whenever the channel is mapped to a different channel slot or the underlying topology changes (e.g. the operator switches to a different topology). The ID of a channel slot can be changed via its editing dialog by  double-clicking on a channel slot or via the edit entry in its context menu. The other end - the ID a channel is mapped to - can be changed in the Channel Manager which is accessed via Show / Channels in the main menu.

Connections

The program and preview outlets of a channel slot are what is used to connect a channel to a cluster (and therefore its rendering machines). The program outlet represents what a user sees on air. As long as a Director operator only cues a template, no visual change will occur on the program port. Director only sends cueing instructs on the program outlet and waits for the operator to perform a take.

The preview outlet on the other hand receives cue/take instructions based on the template the operator is currently editing. If an operator cues a template, it will send a cue and take on the preview outlet to get the template to the visual output (and thus making it available in the preview render window).

So while the preview outlet is optional, the program outlet is usually connected to Pipe 0 (the main output pipe) of one or more clusters by  dragging from the outlet to the port on the cluster. The example above shows a typical case: The local machine is serving as a rendering backend for the program and preview windows inside Director. The actual output for the audience is generated on a separate, three machine cluster which doesn't even need a preview pipe. It's Pipe 0 is also connected to the program outlet of the channel slot so the local and remote cluster both create the same visual output on their Pipe 0.

Connections can be removed by either  clicking on them to select them and the pressing Del or by creating a new connection using the same port which will automatically remove all connections on the same port.

View

The View elements of a topology are similar to channel slots but are used to connect visual output to renderer windows in the window layout. Again, a renderer window only stores a view ID and when a show is opened, the ID is resolved to an actual view in the topology. Which ID a renderer window is bound to can be changed in the window manager via Windows / Windows in the main menu.

Note that views have different shaped outlets compared to channel slots. The former transfer rendering output while the latter transfer cueing/take commands. One cannot connect a view to a channel slot or the template ports on the left side of a cluster.

At the time of writing, only the local cluster can provide rendering outlets.

Managing Multiple Topologies

To create a new one, use the new topology button in the topology editor's toolbar which will launch the topology creation wizard. Topologies are XML files that are stored in Ventuz's configuration folder. In fact, the actual rendering machines have no knowledge of the topology. They only receive commands from Director and are unaware of other machines. Topologies are also agnostic to what show/project they are about to run, so they are shared among all projects on a Director machine.

Next to the drop down box to choose the active topology is the button that opens up the topology manager. In this dialog, existing topologies can be duplicated or removed via the corresponding buttons or renamed by  double-clicking on an entry.

Director has an application setting that decides which topology is loaded during application launch. It can be accessed via Tools / Options in the main menu. By default, the last used topology will be activated. However, it can also be configured to always start with a local setup or any specific user-created topology.

Embedding Topologies

Starting with Version 4.05, Director can also embed topologies into a Ventuz project to make project deployment to a customer easier. Topologies can be embedded to or restored from a project via the main menu entry Show / Projects / Embedded Topologies.

When a user opens a show, Director will check the underlying project for embedded topologies. If it contains topologies, a dialog is opened that will allow the user to switch to one of the embedded topologies. He can also switch to an embedded topology after opening a show by using the respective entry in the Topology main menu.

When embedding topologies that use remote clusters, keep in mind that opening a show with such a topology will immediately start launching Ventuz runtimes on the remote machines. It therefore can make sense to embed topologies without any machines assigned as the user will have to save and modify them locally anyway.

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Next: Channels »
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