Commit Graph
72 Commits
Author SHA1 Message Date
BFlat e2128a6743 Merge pull request #2118 from ChristopherLinnett/fix/issue-2092-camera-focus-crash
fix: bound Classic 3D depth-of-field blur and reject non-finite focus distances (#2092)
2026-10-30 05:09:17 +07:00
bflatastic 57b76bcc88 Merge remote-tracking branch 'origin/main' into HEAD 2026-10-30 05:08:13 +07:00
BFlat bee53b40da Merge pull request #1661 from marcoarnulfo/fix/path-end-flip
Auto-orient: keep the last heading when an expression-driven Position stops
2026-10-30 01:15:47 +07:00
BFlat fbb7dc325a Merge pull request #2466 from dotCooCoo/integration/bugfix-effectcraft-bugfix
Fixes: macOS quit crash, soft shadow jitter, Interpret Footage params, preset upgrade, composition proxies, font menu names
2026-10-30 00:13:49 +07:00
BFlat b62093ae7f Merge pull request #2463 from HEOJUNFO/fix/classic3d-shadow-diffusion
Classic 3D Shadow Diffusion blurs instead of stamping copies (#2444)
2026-10-30 00:13:09 +07:00
Camille Moine df0a88b795 Fix collapsed precomp Essential Property overrides (#1747)
Carry property, Font and Media Replacement overrides into the collapsed nested EvalCtx so nested layers render beyond the precomp frame instead of falling back to a clipped, flattened image. Key the layer cache on instance overrides to keep distinct collapsed instances isolated.
2026-10-29 15:21:16 +01:00
Christopher Linnett b7242a8670 fix: progressive blur holds two levels at a time, not every level (#2092 review follow-up) 2026-10-29 19:22:28 +08:00
Christopher Linnett 280a400be4 Merge origin/main into fix/issue-2092-camera-focus-crash
Conflicts were main's new code next to this branch's additions; both kept:
- crates/effects/src/lib.rs: main's Buf::pad_sides stays as main wrote it
  (Transform's transform_grow bounds that padding itself); Buf::pad keeps
  this branch's effective-pad clamp.
- crates/raster/src/lib.rs: main's quantize_px/round_half_up and this
  branch's MAX_PADDED_SIDE (still equal to limits::MAX_SIZE on main).
2026-10-29 18:44:49 +08:00
dotCooCoo 0702cd23ee Merge main 2026-10-28 15:31:46 -07:00
Dylan M. Taylor 5d71dce7fc Refactor render for strict Clippy checks 2026-10-28 06:09:21 +00:00
Christopher Linnett 60da124f11 Merge remote-tracking branch 'origin/main' into fix/issue-2092-camera-focus-crash 2026-10-28 00:13:40 +08:00
dotCooCoo 97ef73d592 Preserve bug fixes after main module moves and bound workspace migration 2026-10-27 07:45:09 -07:00
heojunfo 7a665a67b3 Merge remote-tracking branch 'upstream/main' into fix/classic3d-shadow-diffusion 2026-10-27 14:06:18 +09:00
aiongg 226f76a5bf refactor(render): move src/three_d/mod.rs to src/three_d.rs 2026-10-26 21:49:10 +00:00
aiongg 0497fa6250 refactor(render): move src/three_d/adv/mod.rs to src/three_d/adv.rs 2026-10-26 21:49:10 +00:00
skylar taylor-barrick 69b9ce2bd1 M0.37: reconcile shared docking and qualify migration follow-up 2026-10-26 06:47:07 +01:00
heojunfoandClaude Opus 5.5 f589809b59 Classic 3D Shadow Diffusion blurs instead of stamping copies (#2444)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 12:27:44 +09:00
dotCooCoo d6d7104382 Merge #2283: Advanced 3D: shadow jitter blends across its lattice cell, so GPU penumbrae match the CPU 2026-10-25 20:17:12 -07:00
Dylan M. Taylor e821feeec4 Merge pull request #2274 from storytold/sonar/rust-s4325-s1612
sonar: method paths instead of closures (rust:S1612)
2026-10-25 16:36:06 -04:00
aiongg 991904888a Merge pull request #1643 from arnav-hiwarkar/fix/1641-keep-cache-outside-edit
Preview: an edit keeps the cached frames outside the layers it changes (#1641)
2026-10-24 16:27:16 -04:00
dotCooCoo decc8b72f9 Advanced 3D: shadow jitter blends across its lattice cell, so GPU penumbrae match the CPU
The PCF tap jitter was keyed on the receiver's 1/8-texel cell in the
shadow map. The GPU computes the receiver's map position with last-bit
differences from the CPU, so a receiver next to a cell line could take
another cell's jitter on one backend, and every tap moved. In a wide
penumbra that changed the coverage by several 8-bit levels:
gpu_matches_cpu_wide_penumbrae failed on Windows with 15 of 4159
shadowed pixels on an NVIDIA RTX 5080 and 22 on an AMD Radeon iGPU,
against a budget of 8.

tap_jitter now blends the hashes at the four corners of the cell by
the receiver's position in it, in shade.rs and in advanced3d.wgsl. At
the lattice points the jitter is the per-cell hash it was before. A
CPU test checks that the coverage does not jump at a lattice line.
2026-10-24 04:25:03 -07:00
Dylan M. TaylorandClaude Sonnet 5.5 4e9fa51f12 sonar: method paths instead of closures (rust:S1612)
Poison recovery, OsStr::to_str and char predicates only; S4325 casts are
f64 to f32 and stay.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-24 08:17:16 +00:00
Christopher Linnett 32ae41c4eb #2094 (adv): crisp cast shadows so diffusion only softens
Shadow maps use the full scene-derived size (point-light faces capped
at 2048) under a 26M-texel scene budget halved largest-first; the PCF
filter measures its reach in output pixels with a two-texel minimum,
samples texel centres on a jittered adaptive 5..10 grid, and compares
each texel against the receiver plane's own depth so wide kernels never
self-shadow lit casters. The WGSL mirror is parenthesised (Tint rejects
the old form) and guarded by a shader-wide grammar test; the CPU
reference and shader remain step-for-step parity-tested.
2026-10-23 16:21:21 +08:00
Christopher Linnett d2fae0a144 fix: bound Classic 3D depth-of-field blur and reject non-finite focus distances (#2092)
The camera's Set Focus Distance to Layer command compared only 'd <= 0.0', which NaN passes, and two finite but extreme positions can overflow their difference to infinity; a stored non-finite focus distance serializes as null and leaves the project unsavable. Reject it, fall back to the zoom plane in the camera evaluation, and count a non-finite focus or depth as in focus. The Classic 3D blur radius itself was unbounded: a 0%-scaled or very distant layer scales it by up to 1e9, and the padded blur buffer sized from it aborts the process. Cap each plane's radius to a padded buffer that fits the renderer's 16 Mpx layer budget, don't blur planes whose pixels cover under a thousandth of a comp pixel, saturate the padded sizes, and refuse padded buffers past the project's maximum layer size. Regression tests for each guard.
2026-10-22 21:57:41 +08:00
Brandon Thomas a01f681551 Merge pull request #1704 2026-10-18 09:35:35 -04:00
Brandon Thomas c44c51212c Merge pull request #1413 2026-10-18 09:35:33 -04:00
heojunfoandClaude Opus 5.5 ee5c9ac2dd Advanced 3D: Accepts Shadows Only draws just the shadow (#1691)
The Advanced 3D renderer folded Accepts Shadows (Off/On/Only) into a
bool, so a shadow catcher set to Only drew as an ordinary lit surface.
The material now carries shadows_only. Such a fragment draws black at
the strongest shadow a light casts on it, as Classic 3D does, and it
goes in the blended pass so what is behind it shows through. The CPU
shader and advanced3d.wgsl get the same branch.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 13:31:08 +09:00
arnav-hiwarkarandClaude Opus 5.5 6c3a08e780 Preview: an edit keeps frames only outside Solo changes and the shutter (#1641 review)
Turning Solo on or off hides or shows every other layer at every frame, so it
now recaches the whole comp. The kept span is widened by the comp's shutter
(phase and angle), since a frame's motion blur samples cameras, lights and
transforms up to three frames away. Comp::any_solo is shared with the
renderer so both read Solo the same way.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 02:50:48 +05:30
Marco Arnulfo 0502d2f82d Auto-orient: keep the last heading when an expression-driven Position stops (fixes #1650) 2026-10-16 16:06:15 +02:00
ThemolxandClaude Opus 5.5 f62af4ca73 Guide layers: hidden in nested comps, and in the Timeline context menu, as in After Effects
Guide layers render only in their own comp's viewer: a nested renderer (precomp, collapsed
precomp in 2D, Classic 3D and Advanced 3D, comps read by effects, aux passes, the GPU walk's
resident precomps) now runs with guides off (Renderer::nested_opts), so a precomp's guide
layers no longer show in the parent comp's viewer or in a "Current Settings" render.

The Timeline layer and Composition viewer right-click menus (shared layer_menu) gain a
Guide Layer item (a plain toggle, no check mark) acting on the selection, and guide layers show a guide mark
before their name in the Timeline.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:44:40 +02:00
ThemolxandClaude Opus 5.5 03b7a958e5 Solo: exclude other layers even when the soloed layer is outside its time range
In After Effects solo is not time-dependent: while any AV layer is soloed,
non-soloed layers are excluded at every time. The renderer, nested/collapsed
3D paths, engine viewer helpers and viewer hit tests only counted solo layers
active at the current time, so outside the soloed layer's in-out range the
whole comp reappeared. Drop the time condition (audio already ignored it).

Update the #66 viewer regression test to the AE behaviour and add a render
test for it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:30:26 +02:00
vangel76andClaude Sonnet 5.5 3840d227ff #1081: Orient Along Path keeps the last heading at and after the end of the path
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-12 20:44:44 +02:00
Brandon Thomas 2a7170de87 Merge pull request #899 from vangel76/fix-670-per-pane-views
#670: each pane of a 2- or 4-view layout chooses its own view
2026-10-12 04:20:48 -04:00
vangel76andClaude Sonnet 5.5 fa7ffb6d09 #670: each pane of a 2- or 4-view layout chooses its own view
Problem: the extra panes of View > Switch View Layout were fixed to Top, Front and Right, and the 3D View menu only changed the main view.

Fix: every extra pane has a view selector (Active Camera, Default, Front, Left, Top, Back, Right, Bottom, Custom View 1-3). The choice is kept per comp in Views3D::panes (serde default, so older editor states load with Top/Front/Right) and set by the new command view.setPaneView {pane 0-3, view}. The Active Camera pane renders through the comp camera.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-11 19:46:47 +02:00
vangel76andClaude Opus 5.5 fb5a5e9ac0 #315: Front / Bevel / Side / Back Color for extruded shapes and text
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>
2026-10-11 12:05:36 +02:00
Dexter 39e6907b5f G2: improve editing reliability and Windows rendering fidelity 2026-10-06 00:00:31 -05:00
bflatasticandClaude Opus 5.5 995d99f938 M4.11: one motion blur gate for layers, masks, effects and Advanced 3D
`Renderer::mb_on` (render options × the comp's switch × the layer's switch as the precomp
layers above limit it) now decides everywhere:
- Mask motion blur checked only the comp's switch and the layer's own switch, so Render
  Settings ▸ Motion Blur ▸ Off for All Layers and a precomp layer with motion blur off still
  blurred masks; it now takes the gate (`masks::MaskBlur`) and the comp's Samples Per Frame
  (four in Draft) instead of a fixed eight.
- Effects that read the shutter (`EffectEnv::shutter`) get it only when the layer is motion
  blurred in this render.
- Advanced 3D layers follow the precomp layers' Motion Blur switches too.
- The layer cache key of a layer with masks or effects includes whether it is blurred and the
  comp's shutter and samples, so a buffer blurred for the viewer is never reused by a render
  with motion blur off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 01:55:34 +07:00
Brandon ThomasandClaude Opus 5.5 0c4e533460 M13.22: GPU compositing of Advanced 3D runs with blend modes, track mattes (2D and 3D), Preserve Transparency, and environment backgrounds (Classic and Advanced 3D skies)
render: three_d::adv::SplitRun (Renderer::split_adv_run) hands draw_run's split path to an
accelerator as data (main scene, special layers far to near, 3D mattes drawn solo);
Renderer::sky_draw / three_d::SkyDraw for Environment Light Background layers. gpu: the walk
draws skies (adv_sky kernel), resolves each special layer, hides it behind the nearer main
scene (occlude kernel) and composites it through the 2D path without readbacks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:26:06 -04:00
Brandon ThomasandClaude Opus 5.5 dc132bc219 Merge main into M13.11 (bokeh kernel_spans/blur_levels, Essential Graphics as_type controls with mirrors and links)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:54:37 -04:00
Brandon ThomasandClaude Opus 5.5 bb24b931a6 M13.11: advanced 3d gpu
Advanced 3D runs render entirely on the GPU: every motion-blur sub-sample
rasterised, resolved and averaged, the depth-based iris depth of field
(Classic 3D bokeh spans, highlight boost, progressive levels), the sRGB
encode and the composite over the GPU canvas (Accelerator::render_3d,
Renderer::prepare_adv_run, adv3d.wgsl). Wireframe outlines draw on the GPU.
Fixes NaN environment lookups for straight up/down normals on Metal.
bench --gpu gains an Advanced 3D comp (--adv3d).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:38:11 -04:00
Brandon ThomasandClaude Opus 5.5 597c6162c4 Merge main into M13.6
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:03:27 -04:00
Brandon ThomasandClaude Opus 5.5 404b855986 Merge main into M13.6
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 07:53:31 -04:00
Brandon ThomasandClaude Opus 5.5 07da394ccb M13.8: Advanced 3D iris depth of field, collapsed precomps, extruded strokes
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>
2026-10-03 07:47:25 -04:00
Brandon ThomasandClaude Opus 5.5 a2693c9d15 M13.6: Classic 3D bokeh depth of field on the GPU (WGSL); 3D-matte GPU check
Planes prepared for the GPU carry their depth of field (padding, radius map, levels) and the
bokeh_boost / bokeh_prefix / bokeh_gather kernels blur them where they are drawn, with the CPU's
spans; GPU-vs-CPU agreement tests for iris shapes, highlights, fringe, Fast Rectangle, tilted
planes and a 2D layer with a 3D track matte.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 07:44:43 -04:00
Brandon ThomasandClaude Opus 5.5 baf4716246 M13.5: extended viewer (custom 3D views / Draft 3D render the pasteboard around the comp frame; view.extendedViewer)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 05:14:12 -04:00
Brandon Thomas 7ac5317ce9 Merge main into M13.2 2026-10-03 04:19:01 -04:00
Brandon ThomasandClaude Opus 5.5 4210f00302 M14.5: fmt after merge
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 03:40:59 -04:00
Brandon ThomasandClaude Opus 5.5 02c9a3f13c M13.2: collapsed precomps project their 3D layers (and environment sky) with the parent comp's view size
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 03:38:33 -04:00
Brandon Thomas 871362ba96 Merge branch 'worktree-agent-aba044eaf08eded94'
# Conflicts:
#	crates/render/src/three_d/compose.rs
2026-10-03 03:33:36 -04:00
Brandon ThomasandClaude Opus 5.5 fa27d000ea Merge main into M14.5 (settings and menus)
Display Color Space setting joins the live list; View3D::Default maps to view.3d.default for
the Assign Shortcut submenu; stub tests use the stubs that remain.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 03:29:39 -04:00