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Search found 74 matches

by stephen
11 Aug 2020, 13:29
Forum: General Discussion
Topic: Remoting 4 and cluster licence
Replies: 1
Views: 4818

Re: Remoting 4 and cluster licence

Hi Mat,

you don't need the cluster license for neither side.

Clustering really is only necessary for synchronizing the output of 2 or more machines for e.g. playing out on a video wall.

Best
Stephen
by stephen
29 Oct 2019, 10:18
Forum: How to
Topic: How to define a drop down in C# script
Replies: 2
Views: 3409

Re: How to define a drop down in C# script

Hey, you can do both by placing the Script inside a Content Container. Use an Enumeration Node next to the Script Node and expose the Input property. By double clicking on the square in front of the property you can change its Name and Category on the Container. You can either bind the Enumeration's...
by stephen
07 Mar 2019, 14:16
Forum: Feature Requests
Topic: particle Touch enhancements
Replies: 1
Views: 2969

Re: particle Touch enhancements

Hey,

thanks for the suggestions. I created tickets for these - could definitely make the particle touch more useful.

Best
Stephen
by stephen
07 Mar 2019, 10:26
Forum: General Discussion
Topic: Ventuz VIO (Augmented Reality)
Replies: 2
Views: 6114

Re: Ventuz VIO (Augmented Reality)

Hey,

why is your idea to use the Ventuz VIO API? Why do you need to use both Unreal and Ventuz? I guess it would be way easier to use only one Engine if that meets all your demands.

Best
Stephen
by stephen
26 Feb 2019, 11:57
Forum: How to
Topic: Depth Camera
Replies: 3
Views: 2778

Re: Depth Camera

Hi all, the Depth Output on the Live Video Node is meant for Ventuz' VIO Interface only, that supports composing of a scene of another 3D Engine into Ventuz. There is a VIO Node in Ventuz 6 for that, but the user can write their own Shader using the Output Textures of the Live Video Node. I guess th...
by stephen
29 Nov 2018, 10:21
Forum: General Discussion
Topic: Geometry renderer - Skinning
Replies: 2
Views: 4732

Re: Geometry renderer - Skinning

Hi joschy, you can bind that to the output of the newly introduced Animation Rig node. You can import a skeletal animation using the glTF format. When imported Ventuz will create a vzrig file that you can use in any Animation Rig node. We will update the documentation, so this becomes clearer. Best ...
by stephen
20 Nov 2018, 12:10
Forum: How to
Topic: Particles and Cluster
Replies: 2
Views: 1796

Re: Particles and Cluster

Hi Vincent, there is no synchronization specifically for particles. We simply take advantage of the fact that a Computer cannot generate real random numbers. So the random numbers in the particle system have the same seed by default and thus generate the same results. As long as e.g. Events are not ...
by stephen
30 Oct 2018, 09:25
Forum: How to
Topic: Particles sprites vs DOF
Replies: 2
Views: 1986

Re: Particles sprites vs DOF

Hi Robert, yes. The Depth of Field simply uses the Depth Buffer to calculate the Amount of Blur. By default the Sprite Renderer does not write anything to the Buffer, but you can enable that in the Renderer's Material's ZBuffer Options. If "Write" is enabled it will work with DoF. Note tha...
by stephen
27 Sep 2018, 07:26
Forum: Bug Reports
Topic: what
Replies: 2
Views: 1974

Re: what

Have you tried this?
viewtopic.php?f=22&t=3716
by stephen
27 Jul 2018, 10:24
Forum: Demo and User Scenes
Topic: Remoting 4 Demo
Replies: 15
Views: 21041

Re: Remoting 4 Demo

Hi Meldur, currently you seem to render the program pipe only. This is because you have only defined one pipe in your Audio Video Configuration on the output machine. In order to take a snapshot, the scene needs to be rendered - for this you need to create a second pipe in the AV Configuration on yo...