After Effects' default environment map casts shadows out of the box: an
Environment light with Cast Shadows on shadows the scene with no Source
set. The flat default cancelled its dominant direction to zero, so the
option did nothing until a Source image arrived. Give the default a soft
studio gradient (bright above and toward the initial camera, dark below
and behind), level-normalised so the light's colour x intensity still
sets the overall brightness; its dominant region drives the existing
shadow pipeline, CPU and GPU alike.
End-to-end regression tests for the issue's report, through the real command
path (what the Light Settings dialog runs) and the real viewer: adding an
Environment light to a Classic 3D comp switches it to Advanced 3D and changes
the viewer's pixels — a red light at full intensity, the default white light,
and the same on the GPU compositor (skips without an adapter, like ui_gpu).
Review of #2158: a buffer-backed accessor is checked against its buffer, but
each primitive that references it reads it again and keeps its own copy, so a
3 MB file listing 50,000 references to one 100,000-vertex accessor asked for
about 80 GB. Every accessor read, with or without a bufferView, is now
charged to one budget for the whole file, as is what a primitive keeps
besides its reads: generated indices when `indices` is missing, the triangle
list (3(k-2) for a strip or fan of k), flat-normal vertices and computed
tangents. Going over it is the usual malformed-file error.
The cap is a fixed 2^28 components (about 1 GiB as f32/u32), not a multiple
of the buffer size: real assets share one vertex buffer across many
primitives, and a 10M-triangle scan reads about 90M components. Buffer-less
accessors keep their tighter 16M sub-budget.
The WGSL grammar test scanner indexed token characters directly, so a malformed shader could panic the test instead of failing it. Checked access turns that into a reported violation.
Conflict in crates/text/src/layout.rs (paragraph direction at the top of
paragraph()), against the closure-to-method-path cleanup (4e9fa51f): kept this
branch's direction resolved once from BidiInfo.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review (CodeRabbit on #1875): with the direction unset, Hebrew text resolved to
right-to-left took its start indent on the left. The paragraph direction is now
resolved once from BidiInfo before the margin and alignment helpers, so both use
it. Regression test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Three small fixes from the review of the shadow commit:
- light_settings switched a Classic 3D comp to Advanced 3D whenever the
edited light was an Environment light (the resulting kind), so editing
the intensity of one in a comp the user had switched back to Classic 3D
dragged the renderer back. The switch now happens only on the
non-Environment to Environment transition (the sources before and
after), matching the docs; ordinary edits leave the renderer to the
user.
- dominant_direction's thresholds let NaN through (every NaN comparison
is false): a NaN or infinite texel produced a NaN sun direction and
NaN shading with it. A non-finite weight or length now returns no
direction — garbage casts no shadow.
- add_environment walked the full-resolution image for the dominant
direction even when the light casts no shadows, where nothing reads
it. Only a shadow-casting light pays for the pass now.
Tests: editing an existing Environment light in a Classic 3D comp keeps
the renderer and stays toast-silent; a NaN and an infinite environment
image yield no sun direction.
The Casts Shadows option Environment lights got is only half a fix if
nothing shades for it: an image lights the scene from every direction,
and what occludes that light is the image itself — its dominant bright
region, the sun in a sky map.
- dominant_direction finds it: the radiance-weighted mean texel
direction (solid-angle weighted, rotation applied). A uniform image
cancels to zero — a flat default environment shines from everywhere
at once and casts no shadow, which a uniform environment test pins.
- The shadow is one orthographic map over the scene from that
direction, after the lights' maps, like a parallel light's: PCF
widened by Shadow Diffusion, darkened by Shadow Darkness, cleared
when nothing casts, the image is directionless, or the texel budget
drops it.
- It darkens the environment's own diffuse and specular light on
Accepts Shadows surfaces and counts in Cast Shadows Only. CPU and
GPU (WGSL) do the same; Globals carries the environment's sun
direction and shadow settings (40 → 44 floats, preflight updated).
A bright-disc environment turned to shine from behind the camera now
shadows a sphere onto the floor behind it, Cast Shadows off lights it
evenly again, and the GPU scene's sky gradient takes a shadow-casting
Environment light. Also: the renderer-switch toasts read "...renderer,
which draws 3D models", the dialog's Casts Shadows checkbox gets an
auto id (dialog.light.casts) the tests click, and the docs' Environment
notes cover the shadow.
Review (CodeRabbit on #1875): with the paragraph direction unset, a right-to-left
paragraph resolved by BidiInfo was still aligned as left-to-right justified point
text, so it stayed left instead of flush right. eff_align now takes the resolved
direction. The box-text first baseline used the font ascent whenever any run of
the text was vertical; it now looks only at the runs of the first line.
Two regression tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After Effects lists Targa among its still-image output formats; EffectCraft
imported Targa (#745) but could not render to it.
- OutputFormat::TargaSequence ("Targa Sequence", `.tga`, numbered like the
other sequences; `tga` / `targa` as a format name or output extension).
- Written by the `image` crate's Targa encoder (its `tga` feature, already
enabled in effectcraft-media; no new crates, Cargo.lock unchanged), with
run-length compression off: an 18-byte header, top-left origin, 24-bit BGR
for RGB, 32-bit BGRA with 8 alpha bits in the image descriptor for
RGB + Alpha (straight or premultiplied), 8-bit grey for Alpha.
- The render queue's size estimate counts the uncompressed bytes.
- CLI usage, the renderQueue command specs, README, architecture.md and
file-format-parity.md name the new format.
Tests: each Targa frame holds exactly the pixels of the PNG sequence of the
same job, with the expected header, numbering and size; the frames read back
through the Targa importer as the same picture (straight, and premultiplied
when interpreted so); the image-sequence round trip, the format parser and
the renderQueue commands cover it too.
An Environment light had no visible effect, and its Light Settings dialog had
no Casts Shadows option — both halves of #2436.
No effect had two causes:
- Classic 3D (the default for new comps) skips Environment lights entirely,
so creating one did nothing. Adding one (or changing a light's type to it)
now switches the comp to Advanced 3D in the same undo step, with a toast,
exactly as model and primitive layers already do; switching back to
Classic 3D with an Environment light in the comp explains itself too.
- In Advanced 3D, a light with no Source and no Environment Layer produced no
environment at all. It now falls back to a flat default environment of the
light's colour × intensity, as After Effects does, so the light always
lights the scene per its parameters.
Cast Shadows was missing because the dialog and the light's property groups
shared one gate (Falloff and Shadows together) that excluded Environment.
The two are now split: every light but Ambient gets Casts Shadows, Shadow
Darkness and Shadow Diffusion (stored, edited and carried over on type
changes), while Falloff stays on Parallel/Spot/Point only — an environment
light shines from every direction at once and has no use for a falloff.
Tests: the renderer lights a card from a sourceless Environment light (colour
and intensity drive it, zero intensity lights nothing), the engine switches
Classic comps to Advanced 3D on creation and type change (one undo step,
toast, and the Classic 3D switch-back toast), Environment lights take and
carry shadow options but no Falloff, and the dialog ticks Casts Shadows on
a new Environment light.
Found while testing crates/time/src/lib.rs:390 (format_time, TimeDisplay::Seconds)
Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>