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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: Containers
» Index «
Next: Reading Data in Ventuz »

Project Data and Scene Data

Table of Contents

  1. Project Data
    1. Adding New Properties
    2. Using the Project Data Editor
    3. DMX Support
  2. Scene Data
    1. Template Data
  3. Animation Data
  4. DataItems
    1. Data Items Meta Data
      1. General Properties
      2. Constraints

The Project Data and Scene Data are both places to define inputs at a centralized location. Both become increasingly important when starting to remote control a Ventuz presentation - they can be accessed and set from outside Ventuz. Nodes throughout the project or scene respectively can then access that data and use them as Inputs.

Project Data

The Project Data of a project contains properties that do not belong to any individual node but the project itself. Imagine a sports event like for example a soccer match. While there will be multiple Ventuz scenes to show different graphics or to separate different parts of the match (e.g. pre-show, main match, post-discussion), the score, team names and so on are common to all scenes. At the same time, those properties have to be adjusted and editing copies of the values in each scene individually is error prone at best.

Instead, the Project Data allows the user to create a set of data channels on the project itself. Each data channel provides a value that can be bound to multiple Ventuz nodes. They can be bound to any node in any scene regardless of its location, whether it is on the root level or hidden deep within a hierarchy of containers. Using Project Data can therefore greatly simplify the way a scene is build, especially when the hierarchy of containers gets complex.

When a scene is loaded, any bindings between project data channels and node properties are automatically resolved and as long as the property still exists, the project data work as if they would have been a part of the scene itself. If a scene is opened and a project data channel has been removed since the last time the scene has been changed, the binding is simply not resolved. So in general, project data just work as expected and a user does not have to concern himself with the mechanisms involved.

It usually makes sense to plan what project data channels make sense for a project and allocate them at the beginning of a projects design phase. Each channel should convey the meaning of being an important, characteristic property of the project as for example all project data will be part of the project data panel inside Director. Try to avoid allocating data channels simply because it is an easy way to connect distant parts of a scene with each other!

Adding New Properties

To edit Project Data -click on the edit button highlighted in the screenshot. A dialog occurse to point the fact that Project Data cannot be edited inside the Project. After confirmation the Project is closed automatically and the Project Data edit mode appears.

The left side of the Project Data Editor shows a tree of data channels very much like the Animation Editor. For example, all nodes that represent a clock might be bound to a master "start" event in the project data. As shown in the screenshot above, data channels can be grouped by folders. By -clicking on any channel, detailed information is presented in the Property Editor section on the right.

The toolbar at the top of the dialog contains the Project Data Model button as well as the Project Data Validation button. By pressing the former, an XML version of the data model is generated that is mainly useful when using the Remoting Capabilities of Ventuz to set values via a customized, external control application. By pressing the validate button, a list of errors or warnings is produced. Ventuz performs a number of sanity checks to ensure that no problems (e.g. name clashes) arise when project data values are addressed via Remoting.

The validation button updates its icon automatically whenever the data model changes. Make sure that no errors or warnings exist before saving changes!

To add or remove data channels, -hold on a channel or folder. If no channel exists yet or a channel should be added on the root level, -hold on the root itself, T-junction in the top left corner (highlited in the screenshot). Once the project data is complete, press OK and open the project.

Using the Project Data Editor

When working on a scene, project data is represented in the Project Data Editor docking window. To open it, either use the menu entry in the View main menu or press Shift + F12. Although the editor looks very much like the edit dialog in the previous section, it serves a different function. Neither can new channels be added/removed nor can the structure be changed. However, node properties can be bound to the project data channels the same as binding properties between two nodes: dragging a property from the Property Editor and dropping it on a data channel.

No arrow is drawn in the Hierarchy or Content Editor to represent a binding. To remove a binding, right-click and hold on the data channel and click the X next to the node name. This context menu is also a great way to find out to which nodes the value is bound

By changing the value in the current column or triggering a method by pressing the orange button, the effect is propagated to all the bound notes through out the scene. The great thing about project data is that it can always be found in a central place, the Project Data Editor, which therefore can act as a master control panel for your scene if used properly.

It's possible to copy&paste (parts of) the Project/Scene Data tree. If you copy it to a text editor, you will get the XML representation of the data model!

DMX Support

Project Data channels can be controlled by DMX, respectively Art-Net or sACN. Besides the DMX Nodes, this is an additional, easy way to receive incoming DMX data.

When Project Data channels are created or edited, there is an attribute called DMXChannels. This attribute determines how many DMX Channels this item should cover. Setting this value to 0 means this item will not receive any DMX data.

The following types are supported:

  • Single: 1 to 3 channels. Min and Max must be set, the value will map the DMX range from Min to Max.
  • Integer: 1 to 4 channels. Min and Max must be set, the value will map the DMX range from Min to Max.
  • Boolean: 1 channel. 0-127 means false, 128-255 means true.
  • Event: 1 channel. Event fires when DMX value goes from under 128 to over 128.
  • Color: 3 or 4 channels. 3 Channels will be read as RGB, 4 channels as RGBA
  • Enum: 1 channel. DMX 0-255 range will be evenly mapped to all enumeration values.
  • BooleanArray: 1 to 512 channels. MinLength must be at least the number of DMX channels. Values will be false for 0-127 and true for 128-255
  • ByteArray: 1 to 512 channels. MinLength must be at least the number of DMX channels. Values will be the exact content of the DMX channels. This can be used to get "raw" DMX.

Equal to DMX Nodes, the project data items are mapped to DMX Channels in order.

The project data has an export button to export an html sheet that shows a DMX project data channel list. This is helpful to set up the DMX sending device.

To actually receive DMX on the project data, it has to be turned on in the General DMX Settings in the DMX Tab of the Machine Configuration. Universe and Base Channel are also set there.

Scene Data

The Scene Data Editor looks and works similar to the Project Data Editor. However, as the name implies, each scene has its own set of scene data channels but shares the same set of project data channels. Therefore new channels can be added/removed only while the scene is open. Again, data channels can be directly bound to any node property regardless of where it is in the scene.

The Scene Data has a special role when it comes to controlling a scene from an external application and replaces the now deprecated Externalizing Mechanism used in previous Ventuz versions.

The Scene Data Editor has an additional column labeled Scene. The exact meaning of this column is discussed as part of the Template Engine. As a rule of thumb, if a data channel is supposed to be used as part of the Template Engine (and be visible to the end-user in Director), the flag should be set. If on the other hand the data channel should not be accessible via the Template Engine, the flag should not be set. For example, Ventuz 3 externalized properties are converted to scene data channels without this flag when the scene is opened in Ventuz 4 or later for the first time.

Template Data

The Scene Data Editor provides the Template Data of each Template. This is helpful wherever it is needed to manually set the Template Data, for example when working with the Template Port or when it comes to Remoting. The Dataset can be used as a pattern for dynamically generated Template Data.

Animation Data

The third level of data is the Animation Data. The data channels in that data belong to a single Keyframe Animation Node. The primary use of Animation Data is to define template parameters. Each present state of the animation is listed as a column and by setting the flag in a column/row combination, a data channel is associated as required data for that state. For more information, see Templates.

Data Items

DataItems

A DataModel defines a list of DataItems. The following types of DataItems exist:

Name C# Type Modes Description Attributes
Animation - - The Animation item defines a field that addresses a possible sub-template. The actual value of this field is null or a data instance (TemplateData) of a sub-template. Required
Trigger - RW A Trigger can be either an asynchronous event sent out to the remote client (R), a trigger sent from the remote client to Ventuz (W) or both (RW).
Group - (RW) A Group contains multiple sub-DataItems and acts like a folder. The mode is the sum of all sub-items only defines if the items below are readable and/or writable. The group itself has no value.
Float float RW A floating point value Default, Min, Max, Speed
Double double RW A double precision floating point value Default, Min, Max, Speed
Integer int RW An integer value Default, Min, Max, Speed
Boolean bool RW A boolean value Default
String string RW A string value Default, MaxLines, MinLines
Enum string RW A string value of type that matches the values of an enumeration. The possible values are define in the field Elements. Default, Elements
Color Color RW A color value Default, Alpha
Asset Uri RW A general Uri value that addresses one or multiple asset pools AssetPools
FloatArray float[] RW An array of float values Default, MinLength, MaxLength
DoubleArray double[] RW An array of double values Default, MinLength, MaxLength
IntegerArray float[] RW An array of integer values Default, MinLength, MaxLength
BooleanArray bool[] RW An array of boolean values Default, MinLength, MaxLength
ByteArray byte[] RW An array of byte values Default, MinLength, MaxLength
StringArray string[] RW An array of string values Default, MinLength, MaxLength

Data Items Meta Data

All Data Items are described by meta data that can be edited in the Property Editor after  clicking it. For example the Ventuz Director uses them to display Template and Project Data properly for the operator of the program. In Remoting you can use the Data Model's Meta Data to accomplish similar results. Below you can see how Ventuz handles these meta data.

General Properties

Besides the Ventuz specific meta data you can define your own data using the UserData property. This is not used by Ventuz anywhere and you can safely use it for information specific to your own application.

Each type of the Data Channels has a Label property that defines the user friendly display name of the channel. As opposed to the data channel names, labels can consist of special characters, e.g. spaces. In addition they are not used to identify a channel, so the data model can have duplicate labels. Similar to the label, the Description is used to present further information to the user - e.g. in the Ventuz Director this is displayed while hovering over the data item.

Format is somewhat specific to the Ventuz Director and its template based workflow - when creating a Page from a template you can decide to automatically create the page's display name and/or description from the current values of the template data. The format property defines what to use from each data item for the automatic naming. The table below shows the possible options - the dropdown of the property also displays some presets that you can choose from.

Data Types Value Effect
all empty string Not used in the automatic naming.
!X Shows the value of this data item in the display name of the page instead of in its description.
float, double fX Fixed point number with X decimals. X defaults to 2.
cX Currency with X decimals. X defaults to 2.
eX Exponential notation with X decimals. X defaults to 6.
nX Number with X decimals. X} defaults to 6.
p Percentage. Note that the displayed number is therefore multiplied by 100.
integer dX Integer number with minimum X digits. X defaults to 1.
xX Hexadecimal number with minimum X digits. X defaults to 1.
boolean X;Y X if true, else Y.
string, enumeration X Show string truncated to X characters. Do not truncate if 0.
-X Show string truncated to X characters and show elipsis for truncated characters.
color c Known color name or expressed as Red, Green, Blue values.
# Hexadecimal string.
array 0 "X" Show number of values followed by X
csv Show values as comma separated list.
asset nx File name with extension.
n File name without extension.
uri Full file path.

In the above descriptions, X and Y are wildcards.

Constraints

Each different type of data channels has a set of Constraints guiding the user when setting values on these items. Below is a list of all constraint properties and their functions in Ventuz.

Data Types Property Usage
all Default The initial value of the data item.
float, double, integer Max Maximum possible value. Value will be set to Max if it is greater.
Min Minimum possible value. Value will be set to Min if it is less.
Speed Change speed when using drag and slide to change the value.
string Choices You can add a comma seperated list of values to change the text box to a combo box, so that the user can choose from predefined values as well as type a custom text.
MaxLines Maximum number of lines. Will be truncated to this number of lines if it is exceeded.
MinLines Minimum number of lines. Will be truncated to this number of lines if it is underrun.
RegEx A regular expression that the given text is tested against so that only input of a certain form is allowed. If it does not match the text cannot be set.
color Alpha Whether alpha can be defined as well or not.
enumeration Elements Comma separated list of elements that the user can choose from. Note that Default must be present in this list.
array MaxLength Maximum allowed number of values in the array.
MinLength Minimum allowed number of values in the array.
asset AssetPools The allowed asset pool to choose from. All assets that are not associated with any of the chosen pools will be ignored. Misc allows any type of file. This also filters the list of assets in the shotbox of the Ventuz Director when it was opened by  clicking on the asset channel.
Required If set it disallows to leave this data item empty.

See also:
  • Remoting
  • Templates
  • Director

« Previous: Containers
» Index «
Next: Reading Data in Ventuz »
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