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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: Device Configuration
» Index «
Next: Render Setup Editor »

Machine Configuration

Table of Contents

  1. Ventuz Configuration
    1. Overview - Ventuz Configuration Editor
    2. Web Browser Configuration Editor
    3. Machine Selection
    4. Messages
  2. Status
    1. General
    2. Cluster Status
    3. Logs Quick access
  3. License
    1. License Manager
  4. General Configuration
    1. Overview
    2. Group Selection
  5. Machine Configuration
    1. General
    2. Remoting
    3. DMX
    4. Extended
  6. Device Configuration
    1. General
    2. Video
    3. Touch
    4. Tracking
    5. Audio
    6. Pipe Mapping
    7. Preview Window
  7. Project and Show Management
    1. Project Management
  8. Live Control
    1. General
    2. Scene Control
    3. Project Data
    4. Live Options
    5. Diagnostics

General

The Machine Configuration defines common settings that are not changed very often. Different configurations can be activated and edited in the overview window. The Machine Configuration file extension is .vmc.

Remoting

Remoting 4

Remoting 4 was introduced with the release of Ventuz 4 and is the recommended way to remote Ventuz Runtime. Remoting 4 is always enabled and uses TCP port 19400. This settings are not adjustable. See Remoting

Miranda

EnabledEnables the Miranda/Vertigo remote interface.

CLI Remoting

Deprecated

The Command Line Interface (CLI) is a very simple TCP text based interface to control very simple actions in Ventuz Runtime. This protocol still exists in Ventuz 8 but does not support the entire set of functionality (such as Template Engine, Live Option, etc). It is recommended to use Remoting 4 for new client applications. Ventuz Director uses Remoting 4 as well.

EnabledEnables the CLI remote interface.
TCP PortTCP/IP Port to be used.
Command IndexingIf Command Indexing is enabled (other than None) every command has to be led by an command index value. Any response to this command will be send with same index number. The mode Advanced allows to send an index of -1 to tell the CLI that no response is required at all.
Command SeparatorLine-ending to be used for CLI commands.
Line SeparatorIf text values are transferred, this line-ending is used to substitute line-feeds. A safer way to transfer line feeds is to HTML-encode them, e.g. 

EncodingSelects the character encoding to be used.

OSC Remoting In

OSC Remoting is a very simple ​Open Sound Control based protocol to control DataItems of the SceneData. It only controls the current scene loaded in Port 0 of the layout scene in pipe 0. It is unable to manage scenes or Templates. For more sophisticated remoting capabilities use Remoting 4

EnabledEnables the OSC remoting in interface.
PortDefines the UDP/IP port to use for receiving OSC messages.
Multicast AddressIf specified, the OSC Remoting listens to a UDP Multicast group. If left blank, UDP Unicast is used.

OSC Remoting Out

EnabledIf enabled, externalized events are sent as an OSC message.
PortDefines the UDP/IP port to be used for sending events.
Multicast AddressDefines the UDP/IP address to be used for sending events.

DMX

General DMX settings

Receive project dataEnables the DMX Support for the Project Data Channels
UniverseSets the DMX universe the Project Data listens to.
ChannelSets the BaseChannel for the universe configured above.

Art-Net

Enable Art-Net Sets up the Art-Net driver.
Network Address / Netmask Specifies the network used for Art-Net.
Unicast Destinations When Unicast is set as DMX send mode, the IP Addresses in this list will be used.
DMX send mode Newer versions of Art-Net support auto detection of connected devices, older do not. The preferred send mode setting is Auto: Ventuz registers itself in the network as Art-Net node and automatically finds other nodes to send to. If that does not work because there are unsupported nodes in the network, the send mode can be set to either Broadcast - to broadcast the DMX data to the network - or Unicast to send the data to all IP Addresses in the list below.
Limit rate to DMX The original DMX protocol is a serial bus, which usually can not transfer more that 40 updates per second over the cable. With network based protocols like Art-Net Ventuz can update data at full frame rate. Especially older Art-Net to DMX interfaces are struggling with high data rates. Limit rate to DMX restricts Ventuz to a maximum of 40 DMX data updates per second. It will be a multiple of the frame rate.
Art-Net net / Subnet Art-Net specification separates the universes into 128 Nets, 16 Subnets and 16 Universes. Net and Subnets are specified in this setting. Ventuz then offers up to 256 input and output universes.
Unused Channels This setting specifies if unused output channels output 0: Black Out, or the last set value: Keep Last.

sACN

Enable sACN Enables sACN support.
Send Mode sACN is capable of configuring itself. It only demands the network to allow multicast, which is common nowadays. Multicast is the preferred setting - no further network setting are needed. In special cases, Unicast can be used to send DMX packets to specific destinations.
Unicast Destinations When Unicast is set as Network mode, the IP Addresses in this list will be used.
Input / Output Universe sACN supports up to 63999 universes. The Universe determines the start universe to be used, the Count determines how many consecutive universes are used. In Ventuz, universes mapping starts at 0, so the sACN start universe will be mapped to 0. Exception: When Art-Net and sACN are enabled the same time, sACN universes start at 16, as the first 16 universes are used by Art-Net.
Synchronize Outputs With this option enabled, a synchronization packet is send after the data is send. This will tell connected devices to update all received data at once instead of one universe after the other. This is useful especially for bigger LED panels where the received data span across multiple universes but actually represents one image.
Limit rate to DMX See Art-Net
Unused Channels See Art-Net

Extended

Culture Settings

The Culture Settings contain configurations related to Fonts, Font Rendering and Text Formatting.

High Quality 2D TextEnables high quality, resolution independent 2D text rendering for the costs of performance. See Text2D
CultureSelects the culture to be used for text formatting
Character SetsSelects the Unicode ranges to be used when using Font and Typefaces.

WebBrowser Settings(Ad Blocker, Audio etc.)

The Web Browser Node has some internal settings to adjust its compatibility with certain web sites and networking behavior:

Disable Java ScriptExecution of Java Script code is disabled.
Allow sub pixel text renderingDisables/enables ​Clear Type. Monochrome scaled text with Clear Type enabled result in colorful edges.
Allow ventuz:// from external sitesAllows you to reference assets inside a Ventuz Project from web pages outside the project
Ignore SSL certification errors Allow HTTPS sites to load even when certification fails
AudioAllows you to configure the In and Out Ventuz Ordinals and global browser Volume. Also check the crosspoint section in the Device Config for further information.
LanguageThe Language of the browser. Some web sites may recognize this language and display content in that culture. If left blank, the system language (culture) is used.
Proxy ServerIf no direct internet access is available proxy servers for all protocols can be configured here.
User AgentSome web sites (like Facebook.com) expect special keys in the user-agent string. The user agent string can be manually adjusted here. See ​http://www.user-agents.org/index.shtml
Content Block List Downloads a filter lists that automatically remove unwanted content from the internet, including annoying adverts and bothersome banners

Timecode Settings

Timecode Format Specifies the string formatting for timecode properties in Ventuz Designer/Runtime

Progress Visualization Settings

Configures the progress visualization type when Ventuz Runtime is launching a scene.

Progress Type Visualization can be set to either none, a grid of squares or a progress line at the bottom.
Color Encoded by Machine ID Choose whether the squares and the line are colored according to the machine id or not.

Logging Settings

Configures Settings the logs of Ventuz Designer and Runtime.

Log Write Level Specifies the maximum log level of messages that are written to file. The level order is Debug > Info > Warning > Error > Fatal > None!
Log File Options Specifies if logging should be appended to an existing file or if a backup of an existing file should be created. In the backup case the maximum number of backup file can be specified. If files exceed this number the oldest backups are deleted.

See also:
  • Ventuz Configuration
  • Remoting 4
  • ​TUIO
  • ​Open Sound Control
  • ​TrackMen 3D Tracking Solutions Example: ​TabulaTrack with Ventuz

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» Index «
Next: Render Setup Editor »
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