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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: How To Integrate Notch
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Next: How To Control and Customize Ventuz »

How To Use VIO with Vertex

Table of Contents

  1. Introduction
  2. Requirements
  3. Preparations
  4. Ventuz Scene
    1. Scene Creation
    2. Adjust Scene for Vertex Timeline Operation
  5. Expose Parameters to Vertex
    1. Cube Color
    2. Cube Speed
    3. Organize Exposed Parameters
    4. Setting Parameter Default
    5. Generating Thumbnail
  6. VIO Setup
  7. Vertex Setup
    1. Import Ventuz Project Files
    2. Open Ventuz Scenes in Vertex
    3. Controlling Parameters in Vertex
    4. Modifying a Scene in Ventuz Designer
  8. Conclusion

This How To is will demonstrate how to setup VIO (Video in and Out) in Ventuz; and how to use this VIO setup in Vertex as well as sending data to and from Vertex from Ventuz.

Introduction

Ventuz has several options for outputting its rendered display. One of these options is Video in and Out, or VIO. This feature allows Ventuz to interface with other platforms.
Carefully follow these steps to set up Ventuz for rendering Scenes inside of Vertex and how to send data from one platform to the other.

Vertex by IOVersal, among other things, is a powerful and flexible playback platform.
The workflow in Vertex is focused around a timeline including layers and keyframes, much like Premier or other non-linear editing software platforms..
Vertex is a flexible platform that can be used for video, image, and Ventuz playback.

Please note that the current Vertex integration is in beta, changes to available features and this guide may be made in future Vertex or Ventuz updates.

Requirements

VIO works with Ventuz version 7.1 or later. It is recommended to have the latest version of Ventuz installed. This how-to focuses on how to make these features work inside Ventuz 7.0 and higher. While the screenshots may look different, the steps inside of the Configuration Editor, Ventuz Version 7.1 and Version 8 are capable of working with Vertex.
Vertex version 2024 R1 and later currently supports Ventuz playback. It is recommended to have the latest version of Vertex installed.

Preparations

  • Download and install Ventuz 7.1 or later. Found here: ​Ventuz Downloads
  • Download and install the latest version of Vertex, a Vertex account is needed. Found here: ​ioversal Trial Download
    • The trial version of Vertex supports the features needed for this integration.

Ventuz Scene

Scene Creation

Open Ventuz Designer. Start a new project and give it a title. In this example VentuzVertex is used as the project name in the Ventuz default save location: C:\Users\Public\Documents\Ventuz6\Content\Projects\. This is very important for later.
Ventuz will load a blank scene.

  1. Add an Axis Node to the Hierarchy tab.
  2. Add a Color Node to the Axis Node
  3. Add a Cube Node to the Color Node
  4. Change the size of the Cube to 15 x 15 x 15
  5. Set the BevelRadius to 2.

  1. Click on theAxis Node in the Hierarchy Area.
  2. In the Content Area, create and connect a Mover Node to the X Position Property.
  3. Set the Min of the Mover Node to -5 and the Max to 5.

Now there is a moving Cube in the render window.

Adjust Scene for Vertex Timeline Operation

To make a Ventuz scene compatible with the Vertex timeline based workflow, Keyframes must be added to the Ventuz Scene.
The Main Timeline in Ventuz must be used for this integration.

  1. Click Animate at the top right of Ventuz window. This will change the workspace to a setup better suited for working with the timeline and keyframes.
  2. With the Axis Node selected,  Drag the X Rotation and put it into the timeline area.
  3. Add a keyframe by  Click the Orange + button. Or Insert.
  4. Move down the timeline and add another keyframe.
  5. Change the value of the X Rotation parameter to 360.

Note - The length of the container in Vertex is determined by the length of the timeline (or space between keyframes) in Ventuz. A 2 second timeline in Ventuz means a 2 second container in Vertex.

  1. Save the Scene.


In this example, Moving Cube is the name of the scene used.

Notes:

  • Changing the duration container in Vertex will change the duration of the Ventuz Scene - making the container longer will cause the animation in the Scene to move slower.
    • Because Ventuz is not creating pre-rendered frames, making the movement slower does not make it 'choppy' or 'stutter' - it will remain smooth.
  • A Scene without any keyframes on the Main Animation Timeline will work in Vertex, however Vertex will only load and loop Scene.
    • Changing the duration of this kind of Scene's container in Vertex will not change the speed of the Ventuz Scene.

Expose Parameters to Vertex

One of the many benefits of using Ventuz in any situation is Ventuz' ability to use internal or external data. Vertex can leverage this benefit when parameters have been exposed inside of Ventuz.
Ventuz can expose several kinds of data to Vertex including:

  • Dropdown menu
  • Integers, Doubles, Strings and Booleans
  • Textures such as videos and images
  • Colors

Cube Color

To start, the cube's color Node can be exposed to Vertex:

  1. In the top right corner of Ventuz,  click the Data button. In this view, data sources can be more easily managed.
  2.  click on the Color Node in the Hierarchy Tab.
  3.  drag the Base Color parameter to the Scene Data Tab.
  4. Double  the Base Color under the Label heading and rename it to Color.

The Cube's Color is now exposed in the Scene Data of this Scene and can be accessed from Vertex.

Cube Speed

Following the same workflow in the step above, this will expose a Double (a number variable with a decimal) to Vertex that will control the speed of the Cube's movement.

  1.  Click on the Axis Node in the Hierarchy Tab.
  2.  Click on the Mover Node in the Content Tab
  3.  drag the Duration parameter to the Scene Data Tab and set its label.

Organize Exposed Parameters

Vertex organizes exposed parameters the same way it is laid out in the Scene Data tab.
Folders and parameters can be moved, grouped and renamed. These folders and parameters can be moved much the same way, by LMB drag Nodes are connected in the Hierarchy Tab.

Setting Parameter Default

In order for Vertex to know what values to load when using exposed parameters, defaults to these values must be set in Ventuz.

  1. In the Scene Data Tab set the values as desired.
  2. Hover over the name of the value to set the default for and long  on this name.
  3. Select Set current Value as Default
  4. Repeat for each exposed value.

Setting the default will enable the "Reset Parameter" features to be used in Vertex.

Generating Thumbnail

At the top of the Scene Data View, a yellow triangle can be seen.  click brings up the message that there are Thumbnails missing. Creating a Thumbnail for a Ventuz Scene is a nice to have as it is shown in Vertex but is not nessesary. It makes it easier to identify the correct scene.

After clicking on the icon,  click on the Create Thumbnail option in the Properties Window. Ventuz will take a snapshot of what is currently shown in the Renderer window.

VIO Setup

VIO is the method that Ventuz and Vertex use to exchange textures and frames.
Each VIO Output that is added will allow for one "stream" of the Ventuz Runtime to run inside of Vertex. A minimum of two VIO Outputs must be added to enable Ventuz inside of Vertex. If two Outputs are added, only two Scenes can play at a time inside of Vertex. If four are added, four can play at the same time and so on until the machine's performance cannot keep up.

To begin setting up VIO:

  1. Open the Ventuz Configuration Editor.
  2. In the left navigation pane,  Click on Configuration. This will open the Ventuz Configuration screen.
  3. In the top bar,  click Device.
  4. In the "Create Configuration" window, type in a name such as VertexVentuz or something similar and  click + Create.
    • The newly created configuration will automatically open.

  1.  Drag the VIO option to the Video Outputs area at least two times.
    • Do this as many times as needed to have multiple streams as mentioned above.

Next, you will need to add a Pipe. A Render Pipe can be seen as another instance of the engine within the Runtime. Each Pipe can hold one Scene, which is important for both displaying multiple Scenes at the same time, pre-loading Scenes before they need to play, and for enabling smooth transitions between Scenes. Read more about Render Pipes here.

  1.  Click on Pipe Mapping in the top bar.
  2. Click "Add Pipe" two times to add the minimum number of required Pipes.
  3. Add additional pipes as needed.

  1.  click Save and Close the Device Configuration Window with the Close button.
  2. A window will ask if the new configuration should be activated.  click Yes, Activate to continue.

Close the Configuration Editor.

Refer to the user manual for more information on the Configuration Editor.

Vertex Setup

Please reference the ​Vertex User Manual if needed.

Import Ventuz Project Files

By default, the Ventuz save location is seen and will be scanned by Ventuz Runtime; this is necessary to enable Vertex to load Ventuz Projects and Scenes.

If the project was saved in the default Ventuz folder C:\Users\Public\Documents\Ventuz6\Content\Projects follow these steps:

  1. In the Windows System Tray,  Click on the red Ventuz Logo.
  2.  Click Scan Projects

If the project and scenes were not saved in a the default location:

  1. In the Windows System Tray,  Click on the Ventuz Runtime Logo
  2.  Click Configure
  3.  Click Add
  4. Navigate to the custom save location.
  5. Add the parent folder to the project folder, not the project folder itself
  6.  Click Ok to add the folder
  7.  Click Ok to close the configuration window
  8. In the Windows System Tray,  Click on the red Ventuz Logo.
  9.  Click Scan Projects

Updates and additions to Projects that have been scanned do not require another scan. The same is true for adding Scenes to this project.

Open Ventuz Scenes in Vertex

  1. Open Vertex
  2. Start a new project.
    • The default settings in Vertex are sufficient.
    • The project's save location does not matter for this integration.
  3. VertexVentuz Is used in this example.
  4. Import the Ventuz Project
    • Open the File Import Window, either push CTRL + I. Or in the top menu bar,  Click CREATE -> Content -> Add File...
    • Navigate to the Ventuz project folder, named VentuzVertex, select and open the project file.

The VentuzVertex Ventuz project is loaded into Vertex inside of the Project Explorer. Double  on the Ventuz Project icon and the Scene(s) in that project will be shown.
 Drag the scene to the timeline at the bottom of the Vertex window and move the play-head into this new container by clicking on the top of the timeline.
In the background, Vertex instructs Ventuz to start the Ventuz Runtime and load this project and scene. This may take up to 1 minute. This delay will only happen the first time a scene is loaded. When loading other scenes from this project as Runtime is already loaded, the delay will not take place.
When scrubing, or dragging the playhead, through this new container, the cube will rotate on its X-Axis following the keyframes in Ventuz.

Controlling Parameters in Vertex

  1. Add the Scene to the timeline. Use the + button to zoom in.
  2. Hover over the edge of the container to extend it if needed.
    • changing the length of the container will speed up or slow down the time between keyfrmes. Any nodes such as movers or particle movement will not be affected by adjusting the length of the container in Vertex.
  3.  click on the Moving Cube in the timeline.
  4. In the Inspector  click on Ventuz.
    • Here, the Color and Speed values that were exposed in Ventuz can be adjusted.
    • These adjustments are being made real-time to the Scene in the Ventuz Runtime Engine; it's the same as changing the values inside of Ventuz manually.
  5. Refer to the ​Vertex User Manual to store these values as keyframes on the Vertex timeline.

Modifying a Scene in Ventuz Designer

When Vertex loads the Ventuz Project and all of its contained scenes it creates its own version of the Ventuz Project as a cached file. In order to see changes made to the Scene in Ventuz Designer the Ventuz Project must be removed and re-added in Vertex.
 Click on the Ventuz Project in Vertex and select Delete or  Click the Ventuz Project and press Delete.
The Ventuz Project can be re-added to Vertex following Step 4 here Open Ventuz Scenes in Vertex.
If the Scene(s) are not modified in Ventuz Designer, this step does not need to be done. Changing exposed parameters in Vertex are updated live and do not need a Project/Scene reload.

When removing and re-adding a Ventuz Project, all containers placed on the timeline will remove the Ventuz Scene from them.
The containers and keyframes remain.

Conclusion

With these steps, many scenes can be created; for example:

  • Backgrounds that can be customized using particle systems that will play seamlessly for any amount of time and always be unique (No loop-point!)
  • Name and title plates to introduce speakers or award winners
    • Take names from an Excel file and don't worry about spelling or having to render unique videos for every plate needed.
  • Interactive content - have the audience participate in making the experience unique using sensors, polling, web pages, buttons and more.
  • Wipes and transitions between videos or other assets.

The possibilities are virtually endless. Bring the flexibility of Ventuz and power of Vertex together to create a perfect presentation.

See also:
  • Configuration Editor
  • Render Pipes
  • Scene Data
  • ​Vertex Download
  • ​Vertex User Manual

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Next: How To Control and Customize Ventuz »
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