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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: Mixer Layer
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Next: Light Sources »

Other Types of Layers


Table of Contents

  1. Group Layer
    1. Pixelspace
  2. Layer Switch
    1. Switch
  3. Scene Layer
    1. Scene
  4. Template Layer
    1. Template
  5. Common Layer Properties
    1. Blending
    2. Mask
      1. + Mask
      2. Texture Property
      3. 1D Gradient
      4. Mask Vignette
      5. Mask Border
    3. Layout
    4. Mapping
    5. Effects
      1. Mask
    6. Available Effects
      1. Effect Group
      2. Color Correction
      3. Filters
      4. Distortion

Layer GroupThe Layer Group encapsulates some layers together, that can later be treated as a whole.
Layer SwitchThe Layer Switch encapsulates some layers together with Properties to control which one is displayed in the final result.
Layer MixerThe Layer Mixer performs some blending and transition effects on two subordinated layers.
Scene LayerThe Scene Layer loads a Ventuz Scene and treats it as any other Ventuz Layer.
Template Layer Template Layers create a layer that is used to access the Template Engine from within the scene logic.

Group Layer

The Layer Group encapsulates some layers together, that can later be treated as a whole. Therefore the Group will pre-composite all the Layers inside, and Effects and Group Properties will be applied to the Group result. All the Layers inside the Group remain fully editable and can be edited, rearranged, deleted and new layers can be added at any time.

In order to Add Layers to a Group, just select any Layer and drag it into the Group Layer. The Layers inside the Group Layer will appear indented in comparison to all the other layers in the Layer Editor, and won't be shown in the Layers Editor when the Group layer is collapsed.
As mentioned above, individual Layers inside the group can be selected and its properties, like Blending, Layout, Masking, etc.. can be edited, and IPP effects can be added to any of the layers inside the group.

To Rearrange Layer Order inside the Layer Group, just drag and drop the layers to the right place in the Layer Group Local stack. Please keep in mind that compositing in Ventuz is always Top-Down, so the Layers closer to the bottom of the Layers Editor will appear over the layers placed above in the Layer Editor Interface.

To Take a Layer Outside of the Group, simply drag and drop it anywhere in the Layer Editor stack.

Pixelspace

Pixelspace is available for the Group Layer. The options are No change and PixelSpace Redefinition where you can redefine the used pixelspace.

Layer Switch

Like the Layer Group, the Layer Switch groups layers together, but with Properties to select which one is displayed in the final result.

Switch

This section includes the Properties to control which Layer inside the Switch Layer is shown in the final result.

The properties that are available in the Switch Layer are:

  • ...Case: A text field where users can select the Layer to be displayed in the final result. Acceptable values are integer numbers starting with 0, as the first case, therefore the default value is 0. In addition, values can be increased using the up/down arrows beside the Case text field.
  • ...Wrap: A toggle which forces the Case value to loop between the available Layers. This means that, if Wrap is toggled on, even when the Case text field displays values outside the valid value range, the result will switch only between the available layers in the Switch Layer. The default value ON.
  • ...Set: A Method that resets the Case value, therefore it gets to the default Case value, 0.

Scene Layer

The Scene Layer loads a Ventuz Scene and treats it as any other Ventuz Layer, so Effects and Properties can be added and adjusted that will affect the whole Scene result. As opposite to Layer Group, the elements inside the Scene cannot be accessed and/or edited inside the Scene Layer.

By clicking on the Scene Layer icon on the Layers Editor, a Windows Explorer window will appear, where you can select the Ventuz Scene to be loaded in that Layer.

By clicking the Scene Layer Node in the content editor you will find more scene layer related properties. For more information about these properties, please refer to the Scene Port user manual. To access exposed properties from the scene go inside the Scene Layer by clicking on the pencil and click on the Scene Port root node inside the Content Editor. For more information about binding properties which are exposed from the loaded scene, please refer to the Interfacing section of Scene Management.

Scene

This section includes all the Scene Layer's specific properties:

  • Scene: clicking on the three points that appear to the right of the text field (...) opens a Windows Explorer to select the Ventuz Scene to be loaded in the Scene Layer.
  • Default Camera: If the Camera of the inner scene is set to default, it can be overridden by a camera of the hosting scene.
  • Disable Layer Culling: If a layer is not rendered on one of the screens of the current machine due to a Render Setup it usually gets culled to save performance. In that case the layer will not be validated nor rendered. Enable this option to prevent this optimization if it creates errors in a multi-machine cluster. Note that if culling is disabled the Scene Layer is not rendered but validated! This can affect the overall performance.

The DefaultCamera property has only an effect if the Camera of the scene loaded via Scene/Port Layer is set to default!

Template Layer

Template Layers create a layer that is used to access the Template Engine from within the scene logic.

In most cases Templates are filled and controlled by Ventuz Director or the Ventuz Remoting interface. In some cases, it is easier to control them independently in the Director from within the scene logic.

Template

This section includes all the Template Layer's specific properties:

  • Data: This property allows loading different data formats to fill in the data fields in the Template. By default, it opens a text editor so data can be added manually, but other options are available in the two menus appearing at the bottom of the Properties Editor. Read about the supported Data Formats of the Template Engine for more information.

The two additional properties at the bottom of the Template Layer Property Editor are Browse and Paste Data, and both of them allow adding sample data for testing.

  • Browse: Allows loading data of different types, so, apart from TemplateData, you can also easily activate URLs. If a URL is recognized in the Data property, an internal Assethost scene is activated that can handle the following types of assets:
    • Images
    • Textures
    • Movies
    • Scenes
    • Director Pages
    • Sound
    • Audio
    • LiveVideo
  • Paste Data: It just pastes whatever data is in the system clipboard.
  • Cue: An action used to Cue the template - Load the template in Director's Preview Window, used for previewing Graphics before being displayed in the Graphics Output.
  • Take: An action or method used to Take the template - Load the template in Director's Program Window, display them in the Graphics Output.

You can easily get a sample TemplateData copy of an existing Template in the Scene Data editor read the test templates and transitions in the Ventuz Designer page for more information.

Common Layer Properties

Blending

Blending operations, including modes, opacity and masking, can be switched ON or OFF for each individual layer by Clicking  on the check mark close to the Blending caption. If the check mark is shown, the blending operation, including opacity, mode and mask, is calculated for the current layer. If a dash is shown in front of the Blending options, the blending operations are not calculated.

The properties that are available allow editing the Blending Mode with the same standard Blending Modes used by most compositing software packages like Photoshop, Blending Opacity, where 100% means totally opaque, and some controls that allow connecting or disconnecting layers, like Blending Blocked.

Mask

This option enables Layer masking, i.e. using the Color or Alpha values of a texture to set which areas of the current layer are opaque and transparent. This allows creating “cutout” areas and effects that can be combined with the Blending options above.

Ventuz 5 features different types of Masks and Mask presets like:

+ Mask

Uses a texture as the mask source, there are many preset options available like Loader, Checker, Checker Blue, Checker Dots, Lines, Dimple and Noise. For an in-depth description of all the options available check

Texture Property

Texture Property adds an external texture, that can be edited in the Content Editor, so it . It can be an Empty Texture Property, or some additional presets are available to create a connection to Movie Files, Live Video, Gradient Texture or Texture Loaders.

1D Gradient

Opens the new Ventuz Gradient Editor to create a Gradient image that will be used as Layer mask. Check the Gradient Editor Section of this User Guide for reference.

Mask Vignette

This creates a vignette type mask on the Layer, a soft mask that affects mostly the areas closer to the Layer edges. The Vignette properties allow creating softer or harsher edges and controlling the Vignette shape. The available presets are Default ( a standard Vignette), Horizontal and Vertical.

Mask Border

This creates a mask on the borders of the Layer, properties allow creating softer or harsher borders and controlling the shape and thickness. The available presets are Default (a standard border effect), Round 2% (a rounded corners border) and Square 2% (a transparent outline with straight corners).

Layout

Layout parameters control the texture size and position in many different modes - modes can be selected just by clicking on the small down arrow beside the Mode name. The available Layout Modes are Full Size (default 1:1 size), Percentage (Position and Size expressed as a percentage of full resolution), Pixels (Position and Size expressed as pixel values), Aspect (Forces the Layer to get a certain Aspect Ratio) and Offscreen Render Target (doesn't show layer in final composition).

Mapping

Mapping parameters control how the texture is mapped onto the Layer surface, regardless of its source. Ventuz 5 supports various Mapping modes each one featuring its own parameters to control the texture position, size tiling, etc.. The available Mapping Modes are Stretch (Stretches the Texture to match the Layer Aspect ratio), Fit (Keeps original Texture Aspect ratio), Crop (Underscans the textures, keeps aspect ratio), Polar (Maps using Polar Coordinate System) and Kaleidoscope (maps the texture using a kaleidoscope pattern)

Effects

This section includes all the Image Post-Processing effects, or IPP effects for short, that you can apply to any layer. All of these effects are rendered in real time, but use them wisely, some combinations could have a huge impact on your scene real-time performance.

Mask

This Dropdown menu allows selecting a Mask for the effect and the areas that will be affected by the effect. The options are similar to the ones available for the Layer (see above), and the only difference is the Mask Self option that masks the effect using the Layer Color information.

Available Effects

Effect Group

Creates a group of effects that will be applied together at once. It works exactly the same as the Effects Stack, so the same Effects can be added, moved, deleted and enabled inside of the Group in the same way you operate with the Effects Stack.

Color Correction

These effects are used to correct the color values of the layer. The available Color Correction IPP Effects are Grayscale (simple Grayscale effect), Color Grading (a standard color correction effect working with the RGB primaries), Color Correction (similar to Color Grading, but using the HSL/HSV Color model) and Gain (quick Gain color correction effect).

Please refer to the IPP Color Correction Effects section of the User Manual for more information.

Filters

These effects filter the pixel values of each layer, changing their position, adding new elements, or even changing the opacity of some of them. The available Filter IPP Effects are Mosaic creates a set of tiles colored according to the original color values), Blur (averages each pixel color values with the surrounding pixel values) Glare (a smooth halo around the brightest areas of the layer), Crash Zoom (often called "God Rays"), RGB Noise (a video noise-like effect), Feedback (a trail effect by blending with previous frames), Posterize RGB (rounds up/down pixel color values), Posterize HSV (Posterize effect based on the HSV color mode, Edge Detection (detects the outline of shapes in the Layer), and Color Difference Keyer (similar to a Chroma Keyer, but using different math).

Please refer to the IPP Filter Effects section of the User Manual for more info.

Distortion

These IPP Effects work mostly by changing the relative position of pixels in the layer.

The available Filter IPP Effects are Drop Shadow (2D shadow effect based on Layer Alpha), Lens Distortion (replicates artifacts created by lens spatial aberrations), Distortion (a standard distortion effect, combining most of the options available in the rest of IPP distortion effects), RGB Distortion (offsets and scales Layer RGB channels individually), 2D Displacement (displaces the Layer pixels according to the Luminance information of an external file), Noise Distortion (uses a random animated texture to create a fake Noise Displacement effect), Polar Distortion (transposes the x and Y pixel coordinates in the original image to a Polar Coordinate system) and Kaleidoscope Distortion (Kaleidoscope pattern effect). Please refer to the IPP Distortion Effects section of the User Manual for more info.

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» Index «
Next: Light Sources »
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