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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: Find and Replace
» Index «
Next: Animation Editor »

Toolbox and Repository

Table of Contents

  1. Surrogates
  2. Fast Toolbox
  3. Repository
    1. Repository Item Properties
    2. Scene Templates
    3. Interface References
    4. Locate Repository Container

The Toolbox contains all the Nodes that ship with Ventuz. Each node is either a Layer (brackets in all corners), a Hierarchy Node (brackets to the left and right of the icon) or a Content Node (brackets at the top and bottom of the icon) and belongs to exactly one category (i.e. World, Interaction, ...). Some of the entries shown in the Toolbox represent more than one node which is visualized by lines to the lower right that represent a stack underneath the icon. or  click on those entries will show all nodes that belong to that set of similar nodes.

A node can be added to the scene by dragging it from the Toolbox to the appropriate editor, depending on the node type (Layer, Hierarchy or Content).

For some nodes, such as the Text node, dragging the set representative into the scene will activate a wizard that will ask for the desired provider type at the end of the drag & drop operation. The wizard will then create additional nodes which are necessary for correct operation. This is different from right-clicking the set representative and choosing the specialized node, which will only add that one node to the scene.

Descriptions of the individual nodes can be found here.

Surrogates

As described in the Nodes and Bindings page, the nodes in the toolbox visualize their intended usage with their brackets. Still there are nodes that can be placed in other editors as well. For example you can place a Rectangle node in the Hierarchy Editor, which will create a Geometry Renderer node with a Rectangle property group as source, or you can place it in the Content Editor to create Geometry Provider node instead.

See the List of Common and Useful Drag And Drop Operations page for more examples of this mechanic.

Fast Toolbox

The Fast Toolbox offers a faster way of accessing Toolbox nodes than by using the Toolbox window itself. The Fast Toolbox can be opened anywhere on the screen by pressing SPACE if the Hierarchy or Content Editor has the window focus. Ventuz offers two types of Fast Toolboxes. Which Fast Toolbox is used can be selected by clicking the wrench icon inside the Fast Toolbox or by pressing Ctrl +  Space while the Fast Toolbox is open.

The Alphabetical Toolbox lists all nodes, sorted alphabetically. By entering characters, the nodes listed will be filtered. Nodes can be directly drag&dropped from the Alphabetical Fast Toolbox.

The Categorized Fast Toolbox lists all Toolbox Window tabs in a list. Nodes can be access from the toolbox by either clicking on a topic with the mouse or by pressing the keyboard shortcut displayed on the left side of a topic. This will open the appropriate sub menu listing all available nodes in that category.

Repository

Although each Ventuz scene is built from the individual nodes available in the Toolbox, there are often self-contained subtrees of functionality or reoccurring patterns. For example, a button may always use a certain texture, a certain animation when pressed and so on. The only thing that changes is the label and where it is positioned in the scene. The same button may even be used not only multiple times in a scene but also in multiple projects.

Storing common design elements in the Repository will tremendously reduce the time required to build a scene.

The Repository window lets the user store either individual nodes or subtrees of nodes by dragging them into the Repository (for Content Nodes, press and hold CTRL while dragging  them to the Repository). Each such combination of nodes can be given a new name and icon which will represented them in the Repository. The Repository is therefore very similar to the Toolbox in that it acts as a palette of design or logical elements, just at a higher-level of abstraction and in a user-defined way. The former can, for example, be used as a common design repository which is shared throughout a company, or even used to sell customized Ventuz functionality to other parties.

There are three types of Repository:

  • A Project Repository is stored inside the project folder structure. When a project is opened, Ventuz will automatically scan for any repository within the project folder and add it to the list of available repository in the main menu bar.
  • A System Repository is stored within the Public Documents/Ventuz6/Repositories folder of the Windows installation. This folder is scanned in the same way as project repositories but due to its location is available to all users and all projects.
  • A User Repository is stored somewhere outside the project. The user specifically has to browse and open this repository.

A repository can be opened by checking the respective menu entry under Repository in the main menu bar. Which Repositories have been opened will be stored as part of the Window Layout (see View/WindowLayout/Save Project Layout in the main menu bar).

Repository Item Properties

A Repository Item has some properties that can be adjusted and enable an easier workflow. When creating a Repository Item an Options Window will open and ask you to input some more information. In the General tab you can change the general description of the item. The Name will be displayed under the item's Icon. The Hint should be a small text that describes the node further and is shown when the mouse hovers over the item. When using a Category other than None the node will also appear in the Fast-Toolbox (available via Space) in the defined category.

In Description you can enter a more detailed description of your item and a Snapshot is a bigger image. Both will be shown while hovering over the item.

Keywords can be used to filter the Repository using the Search Keyword bar on the top right of the Repository Window.

Scene Templates

You may also add complete Scenes to the Repository. To do so click on the Scene Root Icon on top of the Repository Window. You can again change the properties of the so created repository item. You cannot drag and drop a Scene Repository Item to use it. Instead you will see a new entry in the Scene->New... Dialog. It represents your Repository Item and creates a new Scene that looks the same as your scene when you added it to the repository. Note that only repository items of currently open repositories will be shown.

Interface References

A common way to use the repository is to create Interface Containers that then can be added to the repository as a new kind of node. The big advantage of using an Interface Container is that you are able to apply changes made to the original repository item very easily to instances of this item used in scenes.

Every Interface Container that you added to a Scene using a Repository Item will keep a reference to that item.

Make the changes you need to do in one of the scenes in which you used the item and drag and drop the Interface Container onto the Repository Item in your Repository Window. Now you can either change all instances you need to change by dragging the item from the Repository to every instance you want to be updated or  click onto each instance of the Repository Item and click on Update. You may also update all containers referencing an item inside a repository by  clicking the Update-Icon on the top of the Repository Window. It is also possible to update all similar Interfacing Container by clicking on the Update Similar in the context menu, which is opened by  click and hold. This will update the selected Container and all others in this scene which also reference the same Repository item.

Note that only Interface Containers in currently opened Scenes will be updated.

Locate Repository Container

It is possible to locate used Repository container in the Hierarchy Editor via the context menu on the corresponding container. Simply hold the and click on Find Reference. If your Repository window is open it will highlight the selected container.

See also:
  • Nodes
  • Nodes and Bindings
  • Containers and Interfaces
  • User Interface
  • Layer Editor
  • Hierarchy Editor
  • Content Editor

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» Index «
Next: Animation Editor »
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