This Node overview contains a full list of all Ventuz Nodes.
KeyframeAnimation | This node contains the animation curves and the animation logic for all bound properties. | |
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Animation Group | Groups different Keyframe Animations to be concurrent in the Template Engine. | |
Simple Control | This node offers the complete animation between the very first and the last keyframe in a timeline as a progress value ranging from 0% to 100% | |
Timeline Control | This node offers a functionality similar to Simple Control, but it manages the animation on a time base. | |
Mover | This is a multi-purpose node for generating values within a specific range. | |
Alternator | This node alternates values by true or false. The duration of each state can be specified. | |
AnimationRig | This node provides animations for a mesh, and can be used to load .vzrig files and mix their included animations for the skeletal meshes |
Alpha | This node controls the transparency of rendered objects. | |
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Color Solid | This node sets the object color without any lighting influence. This results in a flat, light independent shading. | |
Color | Inherits the Lighting Model and applies a color. | |
Color Picker | Samples pixels on a given texture and Outputs their color. | |
Material | This node controls the lighting, texturing and shading of an object. It provides shading, layering, blending and masking tools to combine various elements, techniques and styles. | |
Sky Box | Simulates an environment and is able to light the scene using an image. | |
PBR Sky Box | Simulates physically based lighting using a HDRI texture. | |
RGBA to Color | This node sets the values for Red, Green, Blue and Alpha independently and outputs a Color property. | |
Color to RGBA | This node splits a Color property into its RGBA components. | |
HSLA to Color | This node sets the values for Hue, Saturation, Luminance and Alpha independently and outputs a Color property. | |
Color Transformer | This node offsets the values for Hue, Saturation, Luminance and Alpha independently and outputs a Color property. | |
Fog | This node blends the color of objects with a chosen fog color based on the depth of objects in a scene. | |
Ground Fog | This node blends the color of objects with a chosen fog color based on the depth of objects in a scene and behind a defined plane in space. | |
HLSL Shader | A customizable HLSL shader implementation. | |
Substance Material | Loads Substance Designer Materials in .sbsar format. |
E2E Axis Input | Receives a transformation matrix from the connected external engine and applies it to the Ventuz world matrix. | |
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E2E Axis Output | Reads the current Ventuz world matrix and sends it to the connected external engine. | |
E2E Control | Watches and controls an E2E connection to another render engine (e.g. Unreal Engine). | |
E2E Data Input | Receives custom ancillary data from an existing E2E connection to an external engine. | |
E2E Data Output | Sends custom ancillary data to an existing E2E connection to an external engine. | |
E2E Provider | Establishes a connection to an external engine, starts it and passes the connection reference to any node that needs it. | |
E2E Layer | Receives the color buffer and depth buffer from an external engine and composites Ventuz 3D Objects into them synchronously. |
LineChart | A line chart geometry automatically generated based on the Values input property. | |
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AreaChart | An area chart geometry automatically generated based on the Values input property. | |
Circle | This node provides a circle (and ring) geometry. | |
Cone | This node provides a conical geometry. | |
Cube | This node provides a (beveled) cube geometry. | |
Cylinder | This node provides a cylinder (and tube) geometry. | |
Torus | This node provides a torus geometry. | |
Sphere | This node provides a spherical geometry. | |
Rectangle | A flat, rectangle shaped mesh primitive. By far the most frequently used geometry in a typical Ventuz scene. | |
Rounded Rectangle | Similar to Rectangle but each corner individually can be made either rounded or sharp. | |
Gradient Rectangle | Similar to Rectangle but can be assigned two color values to create a resolution independent gradient. | |
Volume | This node manipulates or overrides the bounding box information of geometries. | |
Get Bounding Box | This node provides bounding box information for the subordinated hierarchy tree | |
Geometry Renderer | Renders a given Geometry Resource. | |
Mesh Loader | Loads geometry which has been imported in Ventuz and is stored in the Project folder. | |
Geometry Import | Allows importing many 3D content in industry standard formats like Collada, FBX, 3DS, OBJ, etc.. | |
Geometry Import Live | Creates Live Link with Maxon Cinema 4D, every changes made in Cinema 4D scene are updated live in Ventuz Scene | |
RandomPoints | This node provides random point clouds of different shapes. | |
Particle System | The Particle System Nodes can be used to render a complex simulation of particles in the Ventuz Scene | |
Arrow | The Arrow Nodes are able to render extruded lines in the scene. | |
Path | The Arrow Nodes are able to render extruded lines in the scene. |
TouchButton | A simple interaction node for just registering touches. | |
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TouchExcluder | Special interaction node to exclude subtrees from the intersection testing used to decide which interaction should be activated by a touch. | |
Touch Translation | Single touch gesture to translate an axis. | |
Touch Rotation | Single touch gesture to rotate around an axis. | |
Touch Orbit | Single touch gesture to rotate around multiple axis at the same time. | |
Touch Transformation | Two-touch gesture to translate, rotate and scale at the same time. | |
Touch Transformation 3D | Two-touch gesture to translate, rotate and scale at the same time - especially build for use in VR. | |
Touch Pattern | Detects abstract patterns of movements like swipes or circular motions. | |
Touch Paint | Paint on the screen or an object using touch. | |
Touch Proxy | Used to isolate geometry that is only used as a touch target but are not visible to the user. | |
Touch Ripples | Ripples are used to visualize touch positions regardless of the gestures a touch might trigger. | |
Touch Marker | Receiver for unique marker objects such as fiducial, bar-coded objects, and so on. | |
Touch Teleport | Teleports the Camera's origin to the Position of the affected object. | |
3D Touch Simulator | Simulate a 3D Touch device to interact with Interaction Nodes. | |
Web Browser | An interactive Internet browser that can be used to render HTML or browse the web. | |
Interaction Rectangle | Rectangular geometry collecting and sending interaction events via UDP or ANC channel |
Layer Group | The Layer Group encapsulates some layers together, that can later be treated as a whole. | |
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Layer Switch | The Layer Switch encapsulates some layers together with Properties to control which one is displayed in the final result. | |
Color Layer | The Color 2D Layer creates a 2D layer that is completely filled with a constant Color - often called a Solid Layer in other software packages. | |
Gradient Layer | The Gradient 2D Layer creates a 2D layer that is completely filled with a Gradient or Ramp - often called a Solid Layer in other software packages. | |
Image Layer | The Image 2D Layer creates a 2D layer that is completely filled with an Image - often called a Standard 2D Layer in other software packages. | |
SVG File Layer | The SVG File Layer creates a 2D layer that is completely filled with a SVG drawing. | |
SVG Text Layer | The SVG Text Layer creates a 2D layer that is completely filled with a SVG drawing coming in as XML text. | |
Movie Clip Layer | The Movie Clip 2D Layer creates a 2D layer that is completely filled with a Video Clip - often called a Standard 2D Layer in other software packages. | |
Movie Frame Layer | The Movie Frame 2D Layer creates a 2D layer that is completely filled with an Image Frame from a Video Clip - often called a Standard 2D Layer in other software packages. | |
Movie Stream Layer | The Movie Stream 2D Layer creates a 2D layer that is completely filled with a Streaming Video Clip. | |
Live Video Layer | The Live Video 2D Layer creates a 2D layer that is completely filled with a Live Video signal coming from any of the supported Video input methods. | |
Texture Layer | The Texture Property 2D Layer is very similar to Texture Loader Layer above, but it creates an empty texture Property node in the Content Editor - not connected to any particular type of texture. | |
Spout Receiver | The Spout Receiver 2D Layer creates a 2D layer that receives a RGBA texture via SPOUT | |
3D Layer | This is a standard 3D Layer using either Standard or HDRI render Engine. | |
3D Layer Reference | This Layer Renders another 3D Layer a second time, but with the possibility to use another Layout, Camera, IPP Effects, Mask etc. | |
E2E Layer | Receives the color buffer and depth buffer from an external engine and composites Ventuz 3D Objects into them synchronously. | |
Scene Layer | The 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. | |
Photoshop Import | Loads a complete PSD File, including individual Photoshop layers and properties. |
Directional | Directional light source. | |
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Point | Point light source. | |
Spot | Spot light source. | |
Lighting Group | Defines a group of light sources. | |
PBR Directional | Directional PBR light source. | |
PBR Point | Point PBR light source. | |
PBR Spot | Spot PBR light source. | |
PBR Ambient | Ambient PBR light source. |
Screen | Creates a previsualization screen, which represents a real screen or wall. | |
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Composition Projector | Creates an orthogonal projection of a target content layer. | |
Previs Canvas | A pure previsualization Layer which will usally not used on a production environment. | |
Screen Render Options | Forces the engine to render a Canvas multiple times with different resolutions and/or cameras | |
Composition List | Provides an Array of available Compositions |
Mirror | Renders a mirrored version of the 3D Layer content. | |
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Effect Mirror | Renders a mirrored version of the 3D Layer content and can apply effects to it. | |
Effect | Applies an Image Post Processing Effect to a part of the Hierarchy Tree. | |
Set 3D Mask | Defines a 3D Mask inside the Hierarchy tree. | |
Use 3D Mask | Applies a defined mask onto all children Nodes inside the Hierarchy tree. | |
Clip Plane | This node adds a Plane to the 3D World that cuts off the rendering. | |
Mirror Filter | This node can restrict which objects are rendered to a Mirror. | |
Cubemap Filter | The Cubemap Filter can restrict which objects are rendered to a Cubemap. | |
ClipPlane Filter | This node can restrict which objects are clipped by a Clip Plane. | |
Shadow Filter | Filters Objects for the Shadow Map Rendering | |
Rank Filter | The Rank Filter is used in Chroma Keying mode to render parts of the Hierarchy to the Background, Foreground or Garbage Matte. | |
3D Layer Reference Filter | Filters objects for each rendering of a 3D Layer issued by 3D Layer References. | |
Render Filter | Filters specific parts of your rendering for a Previs Scene | |
Render Cube Map | Renders the whole 3D Layer content into a cubemap. | |
Stencil Set | This node sets a stencil mask to the stencil buffer. | |
Stencil Test | This node tests the stencil mask and renders only those areas where a specified stencil value is set. | |
Stencil Advanced | This node provides advanced and customizable stencil mask and test functionalities. | |
Clear Stencil | This node clears the whole stencil buffer. | |
Alpha Blending | This node modifies the blending rules for superposed pixels. | |
Blending | This node modifies the blending rules for superposed pixels with industry standard presets. | |
ColorWrite | Changes which Color Channels of the Background are affected by the rendering of the objects. | |
Alpha Testing | This node tests if a pixel has to be drawn. This depends on the alpha value of this pixel. | |
Render Sprites | Renders Sprites at the location of each vertex instead of the polygons of a geometry. | |
Render Lines | Renders customizable Lines along the edges of the polygons of a geometry. | |
Render Wireframe | Renders Lines along the edges of the polygons of a geometry with low performance impact. | |
Render Path | Renders a list of vertices as a single customizable Path. | |
Render Solid | Renders the geometry as Solid Polygons. | |
ZTesting | This node modifies the depth information that is written by geometries into the depth buffer (Z-Buffer). |
Slide Manager | |
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Slide | |
Pivot | |
Slide Port |
Volume Control | This node controls the volume of the audio cable groups configured in the Device Configuration. | |
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Audio Clip | This node loads and plays different types of audio files, such as MP3 and WMA. | |
Sound | This node loads and plays sounds and audio clips. | |
Analyze Audio | This node analyses and provides different data sets of a sound. |
Alpha Effect | This node fades text in and out by manipulating the alpha value of the characters. | |
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Scale Effect | This node scales characters on the X, Y and Z axes. | |
Rotate Effect | This node rotates characters on the X, Y and Z axes. | |
Spark Effect | This node moves and fades characters in several modes. | |
Circle Effect | This node arranges text on a circle. | |
ShrinkToFit Effect | This node shrinks text to fit a specified bounding box size. | |
Block Text | This node specifies layout and font style information for text rendering. | |
Scroll Text | This node provides functionality for a simple ticker or crawl. | |
Enriched Block Text | This node specifies layout and font style information for text rendering. Different font styles, text colors, scaling and positioning can be applied on a per-character basis. | |
Text 2D | This node renders text using pre-generated texture characters. | |
Text Style 2D | Modify outlines and other effects for Text 2D | |
Text 3D | This node renders text using pre-generated mesh characters. |
Texture | This node maps a texture from images, movies or live video on geometries. | |
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Live Video | This node provides video input from SDI/DVI input cards, webcams, TV tuners, DV device, etc. as a texture. | |
Snapshot | This node makes a snapshot of the current render output and provides it as a texture. | |
Snapshot Framebuffer | Copies the current color buffer of the rendering. | |
Texture Loader | Loads an image or a DDS textures from the specified file directly and provides it as texture. | |
SVG Loader | Rasterizes Scalable Vector Graphics coming in as File or XML Text. | |
Movie Frame | This node provides single frames of a movie clip. | |
Movie Clip | This node loads movies of many file formats and provides their content as a texture. | |
Movie Stream | This node provides single frames of a movie stream. | |
Texture Saver | This node saves a texture to file. | |
Gradient Texure | Generates a 1D Gradient Texture. | |
Hatch Texture | Creates non-realistic rendering. 3D Elements look like they are sketched or hatched. | |
Background | Renders a Texture that always fills the render window. | |
Image | Renders a Texture in 3D Space without taking lighting into account. | |
Video Source Selector | Allows to change the source of a Live Video input device. | |
VIO Input | Renders a Texture that composites the VIO Input into a 3D Layer | |
Spout Receiver | Receives a RGBA texture via SPOUT | |
NDI Receiver | Receives an NDI video input and provides it as a texture. | |
NDI Source List | Lists all available NDI sources. | |
Flipbook | Loads and applies a sequence of images to an object. | |
Substance Loader | The Texture Substances Loader node loads sbsar files created with the Substance Designer, it provides properties to change the appearance of the resulting Textures. | |
Qr Code Generator | This node generates Qr Codes from the given text input. |
Tracked Device | This node can be configured to provide tracking information for connected HMD's, Controller and References | |
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Tracked HMD | This node provides the tracking information of a connected Head Mounted Display | |
Tracked Vive | This node provides the tracking information and button presses of a connected HTC Vive Controller or Samsung Odyssey Controller | |
Tracked Oculus | This node provides the tracking information and button presses of a connected Oculus Touch Controller | |
Tracked Reference | This node provides the tracking information for all reference elements i.e HTC Vive Light Houses | |
Draw Tracked Device | This node can be configured to provide the meshes for connected HMD's, Controller and References | |
Draw HMD | This node provides the meshes of the connected Head Mounted Display | |
Draw Vive | This node provides the meshes of the connected Oculus Touch Controller | |
Draw Oculus | This node provides the meshes of the connected HTC Vive Controller | |
Draw Odyssey Controller | This node provides the meshes of the connected Samsung Odyssey Controller | |
Draw Reference | This node provides the meshes of the connected references i.e HTC Vive Light Houses | |
Draw Touch Ray | This node draws the ray of the referenced controller regarding its Touch Method. |
Axis | Used to position, orientate and scale complete subtrees with common properties such as position, rotation and scaling. | |
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Path Loader | Provides a path that was loaded from a file. | |
Path Segments | Selects segments of a given Path. | |
Path Subdivide | Subdivides a Path into equally long parts. | |
Path Axis | Adds the Transformation of a position on a given Path to the Hierarchy. | |
Path Matrix | Outputs the Transformation of a position on a given Path. | |
Get World | Used to retrieve the World, View and Projection matrix at a position in three scene hierarchy. | |
Set World | Used to position, orientate and scale complete subtrees with a 4x4 matrix. | |
Anchor | Used to retrieve the World matrix at a position in the scene hierarchy that is usable in specific nodes. | |
Billboard | Used to orientate objects so that they always face the camera. | |
Shear | Used to deform single meshes or complete subtrees. | |
Arrange | This node arranges objects according to their bounding box information. | |
Ticker | This node provides the functionality to create advanced tickers, crawls and rolls via the Arrange node. | |
Layout | This node provides the functionality for simple layout via the Arrange node. | |
ZSort | This node sorts subordinate objects for rendering in a sequence depending on their Z order. | |
Spread | The Spread node renders its children multiple times to create the illusion of duplicating objects without the added memory consumption of an explicit copy. Each instance can have a transformation (translation/rotation/scale) that offsets itself from the previous one, creating chain like structures. | |
Set Pass | This node defines a specific render pass. | |
Filter Pass | This node checks if a specific render pass is set and allows or stops further hierarchy tree traversing. | |
Hierarchy Container | This node encapsulates the functionality of any number of Hierarchy (and bound Content) nodes to a single Hierarchy node. | |
Output | This node provides the possibility to link objects to Hierarchy Containers. Must be placed inside the Hierarchy Container. | |
Content Container | This node encapsulates the functionality of any number of Content nodes to a single Content node. | |
Container Info | This node provides information about the name and link index of a Hierarchy Container node. | |
Yes No | Switch that has two outputs where further nodes can be linked. The YesNo node switches between these two sub-trees. | |
Switch | Switch that has multiple outputs where further nodes can be linked. The Switch node switches between these sub-trees. | |
Camera | This node adds a Camera including View and Projection to a 3D Layer | |
Group | Hierarchy node just for structuring the scene hierarchy. It has no special properties or any effect on the rendering result. | |
ScenePort | This node provides the possibility to load a complete Ventuz scene as a hierarchy sub-tree. | |
TemplatePort | This node provides access to the Template Engine from within the scene logic. |