VIO Input | Renders a Texture that composites the VIO Input into a 3D Layer |
The VIO Input Node is able to grab the color and depth textures that are sent to Ventuz' VIO Interface from another application. This means it will not only blend a texture on top of the other content inside the current 3D Layer. It will also regard the sent depth texture to create a proper occlusion with the rest of the hierarchy.
For more in-depth information about how to work with VIO on the client side see the VIO API documentation.
VIO is an additional License Option with certain special terms and conditions. Please contact us via sales@ventuz.com.
Since VIO has two Ports you can switch between them using the Port property. UseDepth defines whether or not to use the Depth Texture. The rest of the properties modifies the incoming texture stream to blend correctly in Ventuz. This simplifies the implementation with Ventuz since you do not have to handle different interpretations of the streams in the client application. If turned on, UpsideDown mirrors the texture along the Y-Axis, SwapRedBlue swaps the Red and Blue Channels, InvertDepth interprets the given depth inversely and DepthUpsideDown mirrors the depth texture along the Y-Axis. Premultiply multiplies the color channels with the given alpha to create a correct blending if the client application does not premultiply already.
Lastly, you can add Custom Properties of the type of ByteArrays or Matrices, to process custom data from Ventuz to the other Application or the other way around. The names have to be exactly four characters, PROJ and CAMR are reserved for a Projection and Camera Matrix that can be sent from the Client Application to Ventuz.
Although you can send custom ancillary data to the client application over the VIO Interface, sending textures is not possible! You can only receive textures in Ventuz.