draw_bounds padded every stroke by width × miter limit / 2 on each side, joins or
not. A straight 1080 px wide wipe used as a track matte became a 4326×6366 layer
buffer (~440 MB as RGBA f32), made anew every frame while its trim animates, then
cached on the CPU and uploaded to the GPU. With 12 frames exported in parallel a
16 GB Mac ran out of memory and froze.
Now the miter limit applies only to miter-joined paths with a join (two or more
segments, or closed); square caps reach √2 half widths, other strokes one; Taper
and Wave keep the widest padding. Rendered pixels are unchanged.
A full-res frame of the affected ad: 1.7 GB → 0.7 GB peak.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Merge Paths item appended to a shape layer's Contents cleared every draw
collected so far, including fills and strokes inside groups above it, so
the layer's shapes vanished from the render. AE's rule is per group: only
paint items in the merge's own group above it are dropped. Draws now
record which contents level created them; the merge drops only its own
group's paint, and the group-bubbled draws keep rendering.
Adds a regression test (Merge Shapes and Add modes) that renders nothing
without the fix.
Problem: In Advanced 3D, an extruded shape or text layer was one mesh in
its paint colour. After Effects colours the front, bevel, side and back
of an extrusion separately (shape Contents ▸ Add ▸ Front/Bevel/Side/Back,
text Animate ▸ Front/Bevel/Side/Back), and EffectCraft had none of it.
Fix: The extruder can split its mesh by surface (front cap, bevel rings,
walls, back cap). Shape layers get Front / Bevel / Side / Back contents
items (layer.addShapeItem kinds frontColor…backColor, one item per
group, colouring every paint of the group and its nested groups; the
innermost wins). Text animators get Front / Bevel / Side / Back Color,
blended over the character's fill or stroke by the selection. Paints
with a surface colour render as one mesh per surface. Menus, the
Contents Add: pop-up and the menu translations list them. The other
surface material properties (Ambient, Diffuse, Specular, Metal,
Reflection, ...) remain.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cause: render::content_bounds (used by snapping's targets and source, Align,
Distribute, the viewer's bounding box and handles) took shape layers' bounds
from draw_bounds, the rasteriser's safety rectangle: 1 px of anti-aliasing
padding around fills and width x miter limit / 2 + 1 around strokes. Two
squares snapped edge to edge therefore stayed 2 px apart, or much more with
strokes.
Fix: shapes::content_bounds uses visual bounds, as After Effects' layer bounds
do: the path bounds plus half the stroke width (through the draw's group
scale), with no anti-aliasing or miter padding. Rendering keeps draw_bounds.
Tests: render shape_content_bounds_are_the_visual_edges (a 100 x 100
rectangle is exactly +-50, +-55 with a 10 px stroke); engine
shape_layers_align_by_their_visual_edges (widths 100 / 110, Align Left puts
both edges exactly at 0).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QiAJeFttZp83Fh7YuzAR5f
(cherry picked from commit bfd0abd7437ad1d38652e3aef51f9ba5dea9100b)
Depth of field in Advanced 3D comps uses the camera's iris (Fast Rectangle, Triangle to
Decagon, rotation, roundness, aspect, diffraction fringe) and highlight gain/threshold/
saturation through the Classic 3D bokeh kernel. Collapsed precomps in an Advanced 3D comp
add their nested layers as real geometry (meshes, extrusions, cards) lit by the parent;
2D collapsed precomps draw nested 3D layers with the parent's renderer. Text and shape
strokes extrude as bevelled meshes stacked in paint order (model extrude_stacked).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shapes (SHP-2): Stroke Taper (pixels/percent start/end length, width, ease) and
Wave (amount, pixels/cycles, wavelength, phase) rendered as a variable-width
outline; Dash 2/Gap 2/Dash 3/Gap 3 (shape.dashes.add/remove, timeline +/-
buttons); radial gradient Highlight Length/Angle as a focal gradient.
Masks (MSK-1): mask feather points on the Mask Path (mask.featherPoint.*,
Mask Feather tool add/drag), per-point signed radius and tension, rendered
from the signed distance to the path; carried through vertex edits.
Motion blur (LYR-10): Adaptive Sample Limit comp setting; 2D layers take one
sample per pixel of shutter travel between Samples Per Frame and the limit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Advanced 3D comps render their 3D runs as one scene of world-space triangles: model and
primitive layers (meshes, skinning, animation clips by layer time), extruded text/shape
layers, and textured cards for every other layer with their Material Options. Shading is
physically based in linear light: Cook-Torrance GGX + Lambert for parallel/spot/point lights
(AE falloff and cone), ambient lights, image-based light from an Environment light's layer
(equirectangular; cosine irradiance map + roughness mip chain + split-sum BRDF fit), and
PCF shadow maps (spot/parallel/point cube faces). 2x2 SSAA, depth of field as a gather blur
by circle of confusion, back to the working encoding.
The software rasteriser (depth buffer, top-left rule, perspective-correct, opaque visibility
then sorted transparent blending) is the reference and CI path; effectcraft-gpu implements
Accelerator::raster_3d with a wgpu render pipeline (advanced3d.wgsl) and matches it within
tolerance. Environment layers are hidden from both renderers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Composition viewer interaction parity with After Effects:
- Snapping (View > Snapping, the Tools bar checkbox, Cmd/Ctrl inverts while
dragging): layer edges, centres and anchor points, mask and shape-path
vertices, comp edges/centre, guides (Snap to Guides) and grid (Snap to
Grid), with highlighted target box / line / cross feedback. Pure maths in
engine::viewer (nearest target within tolerance, priority ties).
- Rulers (Cmd+R) with live pointer markers and a draggable zero point;
guides dragged out of the rulers, moved in the viewer, dragged off to
remove (view.moveGuide / view.removeGuide), lock respected; proportional
grid.
- Show Channel (RGB/Red/Green/Blue/Alpha/RGB Straight, Colorize), exposure
(+/- stops in linear light, reset), Take Snapshot (Shift+F5) with a stored
render and Show Snapshot (F5 held / button held), Fast Previews (Off,
Adaptive Resolution, Draft, Fast Draft, Wireframe), Resolution > Custom.
- Region of interest: drawn in the viewer; RenderOpts.roi renders only that
rectangle (crop of the full render, tested), Crop Comp to ROI uses it.
- Bottom bar in AE 2026 order ("136.1 %", "(Full)").
- Shape Pen (SHP-1): Pen on a shape layer / nothing selected draws Shape n
groups (Path 1, Stroke 1, Fill 1) via shape.newPath; the G slot cycles
Add / Delete / Convert Vertex and Mask Feather; mask.* vertex commands
work on shape paths; mask.insertVertex / mask.convertVertex; marquee
vertex selection, Alt-drag/click converts, double-click free transform
box (path.freeTransform on masks and shape paths).
- Motion paths (ANM-3): keyframe dots and spatial tangent handles, dragging
keys (keys.set) and tangents (keys.setSpatialTangents), parented layers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>