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Ventuz Introduction

  • Introduction
  • Getting Started
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Quick Guides

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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
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Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
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  • Realtime Rendering
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  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D Workflow
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  • 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
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  • Find and Replace
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  • 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
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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
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  • Data Nodes
  • E2E Nodes
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  • Interaction Nodes
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  • Render Option Nodes
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  • VR Nodes
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  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
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  • 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
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DMX Nodes

Table of Contents

  1. DMX In / Out
    1. Common properties
    2. Define DMX Channels
    3. Color Correction (DMX Out only)
  2. DMX Trigger
  3. DMX from Texture
    1. Properties
    2. Strips
  4. Pan / Tilt
    1. Setup
    2. Method

DMX In Receives DMX data.
DMX Out Sends DMX data.
DMX Trigger Receives Art-Net Trigger Events.
DMX from Texture Sends color data coming from a texture to DMX.
Pan/Tilt Helps to map pan and tilt parameters to the according DMX out channels.

Ventuz supports sending and receiving DMX data, using the two protocols Art-Net and sACN, that allow transporting DMX data over ethernet networks.

General settings like network configuration can be found in the DMX Tab of the Machine Configuration.

Project Data channels can receive DMX directly.

DMX In / Out

These nodes are for sending and receiving DMX data. The DMX input node receives data, the DMX output node sends data.

Common properties

  • Universe: Sets the universe to send to/receive from. Hint: When the universe is set higher than the used ones - marked as (unused) - In and Out nodes set to the same unused universe can be used locally for testing purposes.
  • BaseChannel: Sets the first channel on that universe to send to/receive from.
  • Endianness: When using 16-bit values over two channels (see below), set what byte comes first (Lowest or Highest). It depends on the device if Big-Endian or Little-Endian has to be used.
  • Enabled: (DMX Out only) Turns the output on or off. In off state and when no other node is outputting on the same channels, the "unused out channels" setting in the machine configuration determines the output data.
  • Pause: (DMX In only) Holds the last received value.
  • Changed: (DMX In only) Fires whenever a value in an input channel has changed.

Define DMX Channels

To send or receive data, properties have to be added to the node. These are mapped to the DMX channels. The nodes Custom Model is used to add properties to the node. On the DMX Out node, a click on adds input properties to the node to send values from Ventuz. On the DMX In node, a click on adds output properties to the node to receive the incoming DMX data.

The following types exist:

(remember that a raw DMX channel is one byte and goes from 0 to 255)

  • Float (Float): A single DMX channel, mapped from 0.0 to 1.0
  • Float16 (Float): A 16-Bit value over two DMX channels (byte order see above), mapped from 0.0 to 1.0
  • Int (Integer): A single DMX channel, raw from 0 to 255
  • Int16 (Integer): A 16-Bit value over two DMX channels from 0 to 65535
  • Color (Color): RGB color over three DMX channels
  • Bool (Boolean): Boolean value on a single DMX channel: 0-127 means false, 128-255 means true
  • IntArray (Integer[]): An array of consecutive DMX channels of type Int. The length of the array is defined by the user when the property is added to the node.
  • FloatArray (Float[]): An array of consecutive DMX channels of type Float. The length of the array is defined by the user when the property is added to the node.

The properties will be mapped to DMX channels from top to bottom, starting at the BaseChannel. It follows the same idea as most DMX devices, that have a set of channels that make sense, and then can be mapped in the universe by setting the BaseChannel. The following table shows an example of how properties of different types are mapped to channels, and how the BaseChannel affects this.

The numbers in parentheses show the actual DMX channels the property uses.

If the BaseChannel is set too high for all channels to fit in the 512 channel universe, an error will be logged.

Color Correction (DMX Out only)

On the DMX Out Node, for all channels of type Color, an optional color correction can be applied. It allows to convert the RGB to a certain Color Space and set a Gain for the R, G and B channels.

Especially when using RGB Led's or Lights, you have to deal with gamma correction, not properly color calibrated lights and the like. So just outputting RGB will probably not look like expected. Setting the color space to match the light's color space and adjusting the gain so a full white actually looks white will produce much more consistent results.

DMX Trigger

Although the node is called DMX Trigger, this is specific to Art-Net. Art-Net has a feature to send trigger commands, macro keys and even keystrokes over the net. The DMX Trigger node receives these commands, and if they match the type and index set in the properties (e.g. "Macro 3"), the output event is fired.

DMX from Texture

The node is made to send color data taken from a texture and output it to DMX - for example to LED strips or panels. The node can read from any Ventuz texture. It can then be sampled down to a small size and be output as RGB to DMX.

Properties

  • Enabled Turns the output on or off. In off state and when no other node is outputting on the same channels, the "unused out channels" setting in the machine configuration determines the output data.
  • Layout Sets the RGB layout for the channels, i.e. the channel order and if one pixel maps to 3 or 4 DMX channels.
  • SpanMode: When sending plenty of color data to a bigger LED panel, the amount of channels needed can easily span multiple DMX universes. The SpanMode sets the behavior when a universe is about to run out of channels:
    • Pixels: In this mode, if there are not enough channels in the universe left to fit all channels of the current pixel inside, the last couple of channels in the universe will stay unused and all channels of the pixel will be placed in the next universe.
    • Channel: All channels of the universe are used. If not all channels of the current pixel fit in the universe, the pixel will be split and the first channels are used to fill up the universe while the remaining channels of the current pixel are placed in the next universe.
    • None: The node does not span across multiple universes. Instead, the node just uses the channels available in the set universe. Any color data that would exceed this universe is ignored.
  • Delay: This sets a delay between the incoming image and the DMX output in frames. This is always at least 1. If there is a lot of video delay and the synced lights are too fast, the delay can be increased.
  • Texture: The input texture the color data is read from.
  • SizeX and SizeY allow to set the texture to the size of the - i.e. - LED installation. The texture will be down sampled to this size before outputting any values.
  • Color Correction: See the corresponding group in the DMX output node.

Strips

To actually output something, 1D strips or 2D panels have to be defined. The down sampled input texture has to be mapped to these. Per strip/panel, the position in the down sampled texture, the size, into which direction it goes and on which DMX universe and channels to output have to be defined.

  • Universe: Sets the universe to send on. If the strip/panel is so big that it does not fit into the universe, the consecutive universes after it will be used.
  • Channel: The base channel for a strip or panel. From that channel on the pixels will be set with the layout specified above.
  • X and Y: The starting position of the strip/panel in the down sampled texture. 0,0 is upper left corner.
  • Direction(1) and Length(1): Sets how many LEDs a strip has and into which direction it goes in the texture. E.g. if there are a lot of strips with 20 LEDs each hanging from the ceiling, choose some X in the texture and set Y to 0, Direction to "down" and Length to 20.
  • Direction2 and Length2 (2D panel only): Sets direction and length of the second axis. For example on a 8x8 LED panel with 64 LED's, where the first LED is in the upper left corner, and the 9th pixel is the very left LED in the second row. Both, Length1 and Length2 are set to 8, while Direction1 is set to "right" and Direction2 is set to "down".
  • Zigzag (2D panel only:): Some 2D panels a built in a particular way: In reality they are just long strips and they are layout-ed in a zigzag way. Looking at the 8x8 panel from above, the first 8 LEDs would go from left to right but then the next 8 in the second row go from right to left. Then the 8 in the third row from left to right again, and so on. To send data to a panel like this where every second row is the wrong way around, this option can be checked.

Pan / Tilt

Light fixtures often come in the form of moving heads, where the light can pan and tilt back and forth. The pan/tilt is normally described as one or two DMX channels and goes from "the one side" to "the other side", where the values go from minimum to maximum.

The Pan/Tilt node is a helper node to translate useful parameters for the corresponding DMX node. The node itself does not output any DMX data, it just helps to do some math. The node outputs values between 0 and 1, which are then bound to the channels used for Pan and Tilt on the DMX Out node. These channels on the DMX Out node are expected to be Float or Float16.

Setup

The node needs to know the lights pan or tilt range. This can be found in tech specs of the light.

  • PanCenter: Sets at which DMX value the pan is in its middle. Normally lights use the full 0 to 1 range, so often the default 0.5 is the center.
  • PanInvert: Just flips the whole values in case left/right is the wrong way around.
  • PanIsEndless: Some light can spin their pan endlessly and do not need to go back. E.g. if the pan range is 360° and the pan goes up to 1.0 and then jump back to 0.0, the light does not rotate backwards but simply continues rotation. If the connected device supports this, this option enables it.
  • PanRange: Sets how much the light can pan around. This can e.g. be 360°, or some lights can do two revolutions of the pan motor and do 720°.
  • TiltCenter: Similar to PanCenter, but for tilt. It sets the value at which the tilt is neutral, e.g. the light goes up.
  • TiltInvert: Similar to PanInvert, this flips the tilt if it goes the wrong way around.
  • TiltRange: Sets the range of the tilt. For most lights, this is between 180° and 270° for most lights. Otherwise they shine at their own base.

Method

After setup, the properties under Method are the actual input values, i.e. the Pan and Tilt values in degrees that the light should follow.

  • Direct: This is the simplest method. It just expects Pan and Tilt in degrees and properly calculates DMX channel values from that.
  • Matrix: A world matrix can be inserted. The node takes the forward vector of that matrix (the +Z vector) and calculates Pan and Tilt from that. This way a moving light can be synced to an object in the Ventuz scene. For example a mesh, or a Vive controller points at something and all the lights in the room follow. Other devices like 3D tracking hardware also often output a world matrix.
  • X/Y: This method basically takes a TargetX and a TargetY value and interpolates between the four pan/tilt presets. So it allows to set up an area that can be traversed with the Target values. It can create a perspective corrected 2D control e.g. for a wall or screen.
    • TargetX: The input value for the X direction.
    • TargetY: The input value for the Y direction.
    • Pan00: This will be the pan output when TargetX is 0 and TargetY is 0.
    • Pan10: This will be the pan output when TargetX is 1 and TargetY is 0.
    • Pan01: This will be the pan output when TargetX is 0 and TargetY is 1.
    • Pan11: This will be the pan output when TargetX is 1 and TargetY is 1.
    • Tilt(X)(Y): The Tilt values are handled the same way as the Pan values.

See also:
  • Machine Configuration DMX
  • DMX Support for Project Data

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