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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
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Next: Matrix Operations »

Math Effects

Linear This node interpolates linearly between a start and target value.
Decay This node interpolates linearly between a start and target value. In contrast to Linear the gradients for increase and decrease can be set individually.
Damper This node interpolates between a start and target value with ease-in and ease-out.
Oscillator This node oscillates around a target value, beginning at a start value.
Ease This node interpolates between a start and target by using common easing functions.
Ease Morph This node blends a Begin and Target value according to a specified easing function based on the Morph value.
Clipping This node clips and maps a range of values to another value range.
Delay This node transfers values from input to output with a customizable delay.
Array Ease This node interpolates each index of an array between a start and target by using common easing functions.
Array Ease Morph This node blends each index of an array between a Begin and Target value according to a specified easing function based on the Morph value.

All Math Effect Nodes take a numeric input value that is manipulated over time and transform it into an output value. They are often used to enhance the appearance of simple animations done with e.g. Mover Nodes.

Note that Linear, Decay, Damper and Oscilator nodes are value-generators! They automatically generate output values if the Target property changes. So it does not make sense to change the Target value every frame.

Linear

Interpolates linearly between the current value of the Value output property and the value of the Target1 input property. The interpolation is automatically started when the target value changes and finishes after the amount of seconds specified in Duration. Once the interpolation is completed, the Reached event is fired.

By checking the UseTarget2 property, the interpolation will use the value of Target2 instead of Target1 as the interpolation goal.

Decay

The Decay Node is similar to the Linear Node in that it performs a linear interpolation between the current output value and the target value. It extends the Linear Node by the Attack (start value is lower than target value) and Decay (start value is higher than target value) properties which specify the rate of interpolation instead of a fixed Duration. The duration of the interpolation arises from the Attack/Decay value and the difference between the start and target value.

Damper

The Damper node is similar to the Linear Node in that it performs an interpolation between the current output value and the target value. However, it interpolates between the start and target value by one of two non-linear functions. Function_1 corresponds to a cosine where Function_2 corresponds to a hyperbolic tangent type of interpolation.

Oscillator

The Oscillator node is similar to the Linear Node in that it performs an interpolation between the current output value and the target value. It uses a spring-mass type equation to guide the interpolation. The interpolated value will close in on the target value, overshoot it, reverse velocity, overshoot it, while at the same time slowing down until the target is reached.

Ease

The Ease node is similar to the other interpolation nodes in that it performs an interpolation by the well known easing functions like Back, Bounce, Elastic, etc. The Function and Mode properties select the easing mode and interpolation type. Some easing functions require additional parameters. If such a function is selected the required parameters show up in the Property Editor while others are hidden.

Overview of all supported easing functions:

  • Linear: Linear interpolation. (like the Linear Node)
  • Back: Retracts the motion slightly.
  • Bounce: Creates a bouncing effect.
    • Bounces: Number of bounces. Default is 3.
    • Bounciness: Specifies how bouncy the bounce motion is. Default is 2.
  • Circle: Creates a motion that accelerates and/or decelerates using a circular function.
  • Elastic: Creates a motion that resembles a spring oscillating back and forth until it comes to rest. (like the Oscillator Node)
    • Oscillations: Number of times the target slides back and forth over the target. Default is 3.
    • Springiness: Number that specifies the stiffness of the spring. Default is 3.
  • Sine: Creates a motion that accelerates and/or decelerates using a sine formula.
  • Quadratic: Creates a motion that accelerates and/or decelerates using the formula f(t) = t^2.
  • Cubic: Creates a motion that accelerates and/or decelerates using the formula f(t) = t^3.
  • Quartic: Creates a motion that accelerates and/or decelerates using the formula f(t) = t^4.
  • Quintic: Creates a motion that accelerates and/or decelerates using the formula f(t) = t^5.
  • Exponential: Creates a motion that accelerates and/or decelerates using an exponential formula.
    • Exponent: Exponent used to determine the interpolation. Default is 2.
  • Power: Creates a motion that accelerates and/or decelerates using the formula f(t) = t^p.
    • Power: Power value p. Default is 2.

Ease Morph

The Ease Morph node blends Begin and Target based on the Morph value by the well known easing functions like Back, Bounce, Elastic, etc. The Function and Mode properties select the easing mode and interpolation type. Some easing functions require additional parameters. If such a function is selected the required parameters show up in the Property Editor while others are hidden.
The supported easing functions are identical to the ones of the Ease Node.

Delay

The Delay Node stores input values and provides them as output values with a certain delay. The amount of delay is defined in number of frames between receiving a new input value and the time it gets set as output value.

Clipping

The Clipping Node maps a range of input values to a range of output values. For example the value range [0, 1] can be mapped to the value range [-2, 2]. The range for the input values is defined by the Properties MinIn and MaxIn. MinIn defines the lower limit and MaxIn the upper limit of the range. Input values that lie outside the range are assigned to the nearest range limit.

The range for the output values is defined by the Properties MinOut and MaxOut. MinOut defines the lower limit and MaxOut the upper limit of the range.

Array Ease

The Array Ease Node works similar to the Node with the difference that it is interpolating every number in a float or double Array. Additionally to the properties it has in common with the Ease Node it provides Array Options that are needed to process Arrays of different lengths. Automatic will switch to an Array with the size of the longer array during the interpolation and afterwards switching to the size of the target array. During the Interpolation it starts from or ends at the FillUpValue. Keep Old Values will keep all values of the start array that will be undefined in the target array due to its length. Fill Up applies the FillUpValue to all values that are undefined in the target array. The table below illustrates these behaviors with examples.

FillUpValue = 0

Target1 = 1, 2, 1, 2, 1
Target2 = 3, 4, 5

Target1 = 3, 4, 5
Target2 = 1, 2, 1, 2, 1

Array Option Before Start End After Before Start End After
Automatic 1, 2, 1, 2, 1 1, 2, 1, 2, 1 3, 4, 5, 0, 0 3, 4, 5 3, 4, 5 3, 4, 5, 0, 0 1, 2, 1, 2, 1 1, 2, 1, 2, 1
Keep Old Values 1, 2, 1, 2, 1 1, 2, 1, 2, 1 3, 4, 5, 2, 1 3, 4, 5, 2, 1 3, 4, 5, 2, 1 3, 4, 5, 2, 1 1, 2, 1, 2, 1 1, 2, 1, 2, 1
Fill Up 1, 2, 1, 2, 1 1, 2, 1, 2, 1 3, 4, 5, 0, 0 3, 4, 5, 0, 0 3, 4, 5, 0, 0 3, 4, 5, 0, 0 1, 2, 1, 2, 1 1, 2, 1, 2, 1

FullLength outputs the size of the current output array while DefinedLength outputs the size of the current targeted array.

Array Ease Morph

The Array Ease Morph Node works similar to the Array Ease Node but uses a Morph value instead of the time to determine the current value.

While interpolating it follows the rules of the Automatic mode of the Array Ease node. So when at exactly 0% or at 100% the length of the output array equals the length of the corresponding input array. On any other Morph value the length equals that of the longer array. The shorter array is filled up with 0 and will also interpolate from there.

See also:
  • Mover Node
  • ​www.easing.net
  • ​Microsoft WPF Easing Functions

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Next: Matrix Operations »
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