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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: Index
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Next: Introduction »

What's New?

Table of Contents

  1. Ventuz 7.01
  2. Ventuz 6.12
  3. Ventuz 6.10
  4. Ventuz 6.09
  5. Ventuz 6.08
  6. Ventuz 6.05
  7. Ventuz 5.01
  8. Ventuz 4.06
  9. Ventuz 4.05
  10. Ventuz 4.04

This page is a summary of the most relevant changes of the current version of Ventuz Director for existing users. For a detailed list of new features, changes and bug fixes, see the official release notes.

Ventuz 7.01

  • Published Scenes: Added filtering capabilities to the Published Scenes dialog.

Ventuz 6.12

  • Playlist: new Button in Playlist Control to add an "All Out" item which performs a Take Out of all items on the current channel.

Ventuz 6.10

  • Shows: Recent Shows displayed on start screen can now be removed by clicking the upper right button on the show icon.
  • Asset Browser: Added new Asset Browser filters "Data", "Geometries" and "Sounds/Audio".
  • Playlist: Added a new column for thumbnails of items to Playlist window.
  • Macro List Window: Added new dockable window for Macros list, so they can be executed without shortcut via double-click.

Ventuz 6.09

  • Plugin API: Added DisplayName property of Channel interface
  • Plugin API: Improved Plugin API by extending Playlist, Channel and Drag & Drop capabilities.
  • Remoting API: Introducing Remoting API (Websocket and REST). See Director Remoting documentation for further information.

Ventuz 6.08

  • New Shortcuts: Added new shortcuts "Preload all Templates", "Preload all Templates in Playlist", "Preload all Templates on Timeline" and "Reload all Templates".

Ventuz 6.05

  • Macros: Added Macros capabilities, which allow triggering of predefined actions via shortcuts, like cueing a specific Template or modifying a Project Data value.
  • Reload all Templates: Added "Reload all Templates" option to menu which forces the Runtime to first unload and then load all templates of current project.
  • Import/Export Window Layouts: Added import and export of window layouts to the Layout Manager.
  • Disable Channel Rules: Added possibility to disable a Channel Rule using the Channel property window.
  • Topology: Treat errors as warning option to keep it operational even in the event of errors.

Ventuz 5.01

  • Playlist: The Playlist has a new toolbar to rearrange and delete items. Within the playlist it is now possible to play backwards by enabling the Reverse-Mode. A Default Duration can be configured that is inherited by every new created item and the playlist can auto-follow to keep always the active item in the view.
  • Properties: The Numeric Up Down is improved to fit the behavior of Ventuz Designer.
  • Plug-In API: has been extended to expose playlist interfaces that allow to create, modifiy and delete playlist items.

Ventuz 4.06

  • Localization: The user interface can now be switch to use German/Chinese text via the application options. As a side effect, giving a dockable window is now an optional feature. By default, the window's name will be empty and Director will use a label based on its type (e.g. "Properties" for the property editor) to support switching labels when the localization changes.
  • The Plug-In API has been extended to expose a timeline item's status (e.g. cued, on-air) and plug-ins can now read a channel's preview, cue and on-air item. The counter-part to CueAsync called UncueAsync has been exposed such that a plug-in can now clear the cue. The plug-in section in the user manual has been extended to list the supported URI schemes (which are for example require to assign images to template data).

Ventuz 4.05

  • Director can manage multiple channels of content and a topology cluster supports addressing multiple ports. This enables a multitude of scenarios from multiple layers of content on a single machine (e.g. background, foreground, overlay) to having separate content on different machines that belong to a single show. Channels are added and connected to channel slots in the topology via the Channel Manager in the main menu. Channels can be deactivated to not listen to user interaction but still run their predefined playlists via the timeline window.
  • Channels can be activated by pressing Ctrl +  1 to Ctrl +  9 (or Ctrl +  Shift + 1 etc to keep the previous selected channels active as well).
  • All playlist and property editor windows as well as the timeline window now have optional take/update/clear buttons per channel that can be added to their toolbars via their docking window configuration pop-ups.
  • Each channel can now have a set of channel rules to restrict which content can be cued on any particular channel. For example, full-screen movies can automatically appear only on the background channel while branding information is routed to the overlay channel. Channel rules also allow to replace content being cued by channel specific versions, for example replacing all usage of a sponsor template with a dedicated pre-filled sponsor page.
  • All channel-based windows (e.g. property editor, playlist and plug-in windows) now show the name of the bound channel underneath their tab-label.
  • The plug-in API has been extended such that plug-ins can now directly be associated with a show via the Show / Plug-ins main menu entry. Enabled-plug-ins are loaded when the show opens and their configuring is stored in the show file. However, similar to window layouts, project specific defaults can be embedded into the VZP file. The Ventuz Visual Studio extension has been updated to include the new interfaces:
    • IChannelRuleProvider: add custom condition and actions for channel rules. One interesting use case is doing database lookups when specific templates (such as statistics) are cued.
    • IConfigurablePlugin: Such plug-ins have a configure settings button next to their entry in the plug-in manager and their settings are stored in the show file.
    • IShotboxExtender: add custom entries to the shot box
    • IWindowProvider/IPluginWindow: replaces the older IWindowPlugin interface and allows to provide multiple window types from within a single plug-in as well as develop channel-dependent windows. The existing IWindowPlugin interface still works but is now obsolete and will be removed in a future version. Plug-in developers should switch to the new interfaces!
  • Keyboard shortcuts can now be customized via the shortcut manager.
  • Topologies can now be embedded into a Ventuz project file via the Embedded Topology main menu entry. When a show is opened, it checks the underlying project and shows a selection dialog if the project contains embedded topologies.

Ventuz 4.04

  • Ventuz Director officially became a multi-machine solution with the introduction of the Topology Editor. It is a simple and elegant user interface for creating an environment of remote machines (e.g. one or more cluster of playout machines) that are controlled by Director but also can be used for monitoring and performing basic administrative tasks.
  • Creation of a Director Show and managing multiple shows based on the same project has been vastly improved. Auto-Templates and Scene Import Information is now stored in the Ventuz Project File (.vzp) to be consistent among all shows. Window Layouts are also no longer stored in a show. Instead they are stored in the user settings on a per-project basis but can also be bundled into the Ventuz Project File for deployment. All of this combined makes creating a new show as simple as selecting a project from the project browser!
  • A Window Layout can now contain multiple instances of type Property Editor, Preview Renderer and Playlist. To what data source they are bound can be changed in the window manager.
  • Director has a new Tools main menu which contains the options menu entry. In it, various start up options like fullscreen and default topology can be set. See Application Settings for more.
  • The default order of preview/program windows has been changed such that the preview window is on the left. Note that this only affects projects for which no window layouts are stored in the user settings when a show is opened and only shows create in V4.04.
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