solo_3d passed the layer to the 3D pipelines whatever the comp time, so an
instance (CC Composite referencing a model layer) rendered before the source
layer's in-point or after its out-point. Like any other layer reference, there
is nothing to read outside the range: return the transparent canvas.
Layer > Create > Create 3D Layer Instance, as After Effects (public docs):
3D model layers take no masks or effects, so the command puts a comp-sized
solid at the top of the layer stack with CC Composite referencing the
selected model, and switches the model off (back on to keep its shadow) -
a 2D copy of its render, through the comp's camera, that 2D effects can be
applied to.
- CC Composite (ec.channel.cccomposite) gains an optional Layer parameter:
with a layer chosen it takes the original's place; In Front replaces the
solid's pixels, alpha included, the other Composite Original modes blend
with them. The GPU compositor runs such an instance on the CPU.
- FxHost serves a referenced model or primitive layer as After Effects
does - the layer rendered on its own through the comp's camera
(Renderer::solo_3d); the owner keeps no cache entry for it (it moves with
the camera and lights, without a trace in its own properties).
- layer.create {op: instance3d} skips layers that are not 3D model or
primitive layers (the ones that take no effects); one undo step, the copy
selected, the model's video off.
Tests: tests_instance3d.rs (behaviour, pixels, undo/redo, serde, 2D effects
on the copy), a CC Composite layer-parameter unit test; docs/effects.md
regenerated (3033 parameters).
Conflicts in project/src/lib.rs and ui-egui/src/frames.rs: Comp::same_settings
takes with_markers and is shared by same_pixels_with and changed_span (#1641);
frames identity uses same_pixels_with/reads_markers and drops
same_pixels_ignoring_markers and project_has_expressions.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A shape layer's Contents > Add menu had every After Effects path operation
except Wiggle Transform. It is now a shape item (layer.addShapeItem kind
wiggler, "ADBE Vector Filter - Wiggler" for scripts) with Wiggles/Second,
Correlation, Temporal Phase, Spatial Phase, Random Seed and a Transform
group whose Anchor Point, Position, Scale and Rotation set how far each
transformation wiggles.
The values come from the Wiggly selector's noise, with each Repeater copy
as one unit: the copies of a Repeater above the operation, in its group or
a nested one, wiggle independently as far as Correlation allows, and the
copies of a Repeater below it wiggle the same way. A paint above it whose
paths all move by one matrix moves its gradient and stroke scale with them.
The layer cache keys a layer with a Wiggle Transform by time.
For a precomp layer whose composition had a proxy, the renderer
decoded the proxy file with frame_with and drew it as decoded.
Interpret Footage > Proxy's Invert Alpha, Interpret As Linear Light
and Separate Fields had no effect on the render, and neither did the
layer's Frame Blending. A footage item's proxy already goes through
footage_frame and gets all of them.
The composition proxy now goes through footage_frame too, so it is
decoded the way a footage proxy is.
DPX and Cineon footage showed its log code values as stored, with no
way to convert them. Interpret Footage now has the Cineon Settings that
After Effects' help page describes: Logarithmic Conversion, the
Converted Black and White Points, the 10 Bit Black and White Points,
Current Gamma, Highlight Rolloff and Units. With Logarithmic
Conversion on, the code values of each decoded frame are converted
from printing density to the Current Gamma between the converted
points, before Separate Fields, Frame Blending, Interpret As Linear
Light and the working space use them. With it off (the default), the
values stay as stored.
file.interpretFootage and file.interpretProxy take the settings as
parameters and report them. They return an error for out-of-range
values, and for Cineon parameters when none of the items is a DPX or
Cineon file. Apply Interpretation copies the settings between DPX and
Cineon files.
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.
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>
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.
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.
On an adjustment layer Motion Tile kept the comp-sized buffer whatever the
Output Width / Height, and the adjustment draw dropped any stack result whose
size differed from the canvas. After Effects grows (or crops) the comp
rectangle there as on any layer, so a Transform after it brings the extra
tiles into view, as in the frames attached to #1727 and #1409.
- motion_tile_frame: one output frame for the CPU and GPU effect; on an
adjustment it grows about the comp rectangle on whole pixels, keeps the
buffer at 100 % and past 16 384 pixels a side.
- adjustment_crop: the CPU and GPU adjustment draws put a stack result whose
frame changed back onto the canvas instead of dropping it (Enc::crop on
the GPU).
Tests: the #1727 After Effects frames (910 x 340 % and 90 x 340 % then
Scale 12 %), tiles past the frame and cropping on CPU, GPU vs CPU for
adjustment and full-frame layers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review: styled() kept the buffers it rendered instead of the ones LayerCache::insert returned, so
without a blending-space conversion concurrent misses still returned separate body and pass
buffers (and the GPU uploaded each).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Preview workers that start together miss the layer cache together, and each kept its own copy
of every layer; on the GPU each copy was uploaded and packed into its own Classic 3D atlas, which
ran the device out of memory on a cold start. LayerCache::insert now keeps the first buffer of a
key and returns it, and the renderer goes on with the returned buffer, so the workers share one.
Renders don't wait for each other: on the shared frame pool a blocking wait could end up beneath
the work it waits for (tried, it stalled playback for the wait's timeout).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review: mask motion blur draws an animated mask at the shutter's other times, but the layer key
hashed its value at this time only. Two frames with the same mask value (a hold before a move)
shared a cached layer, with the wrong blur. This applied to solids, text and shapes already, and
to stills since this PR.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Footage layers had no layer cache key, so a still made a new layer buffer every frame on every
preview worker, and the GPU compositor uploaded it again each time (its upload cache is keyed
by buffer). Stills (without a proxy) are now keyed like text and shape layers, without the
source time; movies and sequences are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- first_ascent: a "d" shorter than 0.3 x the font ascent (a symbol or icon font) no
longer puts box text's first baseline almost at the box top; the font ascent is used,
as before the "d" rule (CodeRabbit on #1875). Test:
a_short_d_falls_back_to_the_font_ascent.
- CharXf::track_before / track_after are pixels, not 1/1000 em (CodeRabbit).
- The Lottie export of style-run tracking is back to what it was: the pixel conversion
was not checked against a player, so it is left for a separate, verified change.
- The Subtract clamp in Mode::combine is intended for every animator property: the
selectors combine into one selection per character for the whole animator, as in
After Effects; the read-back observed it through Tracking (now said in the code).
- Per-character 3D rotation notes that #1876 adds Mat4::rotation_xyz for the same order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Above MAX_GRID_PX the padded feather grid fell back to the unpadded buffer, so a
feathered Add mask just outside a very large layer (e.g. 8192 x 8192, feather 40)
covered nothing and the whole layer vanished (CodeRabbit on #1874). The grid is now
coarsened by 2, 4, ... until it fits; radii and padding scale with it, so the feather
of an edge outside the layer still fades into it. The doc comment on the Linear falloff
no longer says it is unchanged: wide linear ramps now go through the coarse grid.
Regression tests: a_grid_too_big_is_coarsened_and_keeps_its_padding,
a_coarsened_grid_still_feathers_a_mask_outside_the_buffer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With per-character 3D on, After Effects turns each character by Rx * Ry * Rz
(Z first), as it turns a 3D layer's X / Y / Z Rotation (case 931, AE 2026:
"H" at 400 px with animator X / Y / Z Rotation 40 / 30 / 20). EffectCraft
composed Rz * Ry * Rx, so the glyph faced another way: 23 of 5184 grid
points off (max 255), now 3 at the anti-aliased edge (mean 0.015/255). The
same order fix-orientation uses for layers; texts with one rotation axis
are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A text animator's Tracking Amount is in pixels in After Effects 2026, not in
1/1000 em like the Character panel's tracking: Amount 30 on every character
adds 30 px between neighbours (half before, half after each) at 80 px and at
40 px. And a Subtract range selector over characters the first selector
leaves out keeps them at 0 instead of selecting them negatively. With both,
the EXPORTER's t8 layer D (Tracking 30 on characters 2-4 by index, Subtract
over the last 20 %) puts every glyph where AE does (it ended 88 px short,
1553 vs 1641; now 1641).
The "Tracking In" text preset animates 40 -> 0 px (was 400 -> 0 thousandths
of an em, about the same at 100 px text); Lottie export writes a style run's
tracking (1/1000 em) as pixels for its tracking animator, which Lottie
players add in pixels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After Effects gives Repeater copy i the opacity Start + (End - Start) * i / Copies,
so the last copy stops one step short of End Opacity. EffectCraft reached End
Opacity at the last copy (i / (Copies - 1)). Measured in AE 2026 (case 709: 3
copies, End Opacity 40): copies at 100 / 80 / 60 % (EffectCraft 100 / 70 / 40);
the overlap of the two copies 92 % (EffectCraft 82 %). Now within 2/255 at the
sampled pixels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Smooth feather is three separable box passes of 2 round(0.37 F) + 1
pixels (a quadratic B-spline reaching ~1.11 F either side), fitted to
After Effects 2026 renders of feather 100, 300 and 1000 (rows, columns,
corner diagonal, case 398): max error under 1/255, where a Gaussian of
any width misses by 3/255 or more (it was sigma = F / 2). The coarse
grid for wide feathers picks the step whose three windows add up
closest to the full-resolution ones. Linear is unchanged (unmeasured).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The mask coverage was rasterised into the layer-sized buffer and then
blurred, so coverage outside the layer counted as 0: a feathered mask
past the layer edge faded at that edge, and one just outside the layer
gave nothing (the comment said the buffer grew; nothing grew it).
A feathered mask is now rasterised on a grid padded by the blur's whole
support (3 sigma + 3 for the Gaussian, the box radius for a linear
falloff), blurred there and cropped back to the buffer. Wide feathers
(sigma > 32 px) use a grid coarser per axis so the blur spans ~16 grid
pixels, which keeps the allocation near the buffer's size (feather 1000
on 1920x1080: a 160x134 grid instead of ~20 Mpx); the grid is capped,
feathers are clamped and non-finite ones ignored. Unfeathered masks and
masks inside the layer give the same coverage as before. The GPU uses
these CPU masks (adjustment footprint, masked sources): no GPU change.
Tests: case 398 of the .aep corpus rebuilt in the project model (red
solid, adjustment layer with a default Gradient Ramp, a 1920x200 mask
below the layer, feather 1000) within 3 levels of the Gaussian and
within 14 of After Effects' render; a mask right of a solid, a mask
larger than the layer (edges stay opaque), linear falloff, half
resolution, and huge or broken feathers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After Effects 2026 in a 32 bpc project, Levels (Individual Controls) with RGB
(0.1, 0.9, gamma 1.5, 0.05, 0.95), Red Gamma 0.8, Green Input White 0.8 and
Blue Output Black 0.2 on grey steps 0..255 (case 904 E07): every step matches
"each channel's controls, then the RGB controls" with nothing clipped
(values below Input Black end below Output Black, above Input White above
Output White). EffectCraft ran RGB first and clipped "Off for 32 bpc Color"
(it could not see the bit depth): up to 27/255 off on 95 % of the grid; now
0 grid points off, max 1/255, CPU and GPU.
EffectEnv gains float_depth (the renderer sets it for 32 bpc projects), so
"Off for 32 bpc Color" clips in 8 / 16 bpc projects as before. Unclipped
values below 0 take the gamma mirrored through 0. Plain Levels keeps its
order (its channel controls were not measured); its clipping follows the same
rule. EffectCraft's own projects default to 8 bpc and are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After Effects 2026 (sRGB working space, not linearised) maps red, green,
blue and 50% grey solids at Tint's defaults to 76, 150, 29 and 128/255:
Rec. 601 weights on the working-space values, not Rec. 709. CPU and GPU
kernel changed; tests pin the four greys within 1/255.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With Units set to Index the selector already counts characters (words,
lines), but the timeline kept showing Start, End and Offset as
percentages ("3.0%"), so switching looked like it did nothing. They are
now shown without the % sign while Units is Index
(render::text::in_index_units).
Engine part of viewer picking: replace / add / remove the top-coverage ID at a
layer-space point in one undo step, at the time the Selection was read. The
aux channels come from the render's own path (Renderer::layer_aux, shared with
the effect host; footage at its source time, 3D precomps) through a renderer
set up like Session::render (expressions, render prefs, layer cache). An
optional scale snaps the point to the pixel a preview at that resolution
samples. New effects::crypto_select quotes names and falls back to <hex> for
unnamed, wildcard-looking or ambiguous names. effect.cryptomatteAt is the
read-only hover query.
Synthetic bold grows a glyph's outline in its own space, so a
non-uniform character Scale stretches it more along one axis. The patch
and layer bounds reserved it through mean_scale and could clip the
stretched side; they now reserve how far the bold reaches along x and y.
A run of solid fills grows its glyphs together in layer space by one
radius, which only matches when the bold stays round there: a bold glyph
whose matrix stretches or skews is no longer gathered into a run.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Replacing a virtual file bumps a counter the UI lookup reads. The content hash runs on that miss, from a callback, so the frame path does not stat every footage item or hash on every store write.
The layout marks a glyph synth_bold when Faux Bold is on, or when a bold
style is asked of a family without a bold face, but the renderer never
read it, so both drew as regular.
PlacedGlyph now carries the bold radius (0.03 em, which brings Inter
Regular's stems to Inter Bold's). A bold fill is the outline's coverage
merged with a round stroke twice that wide, and a bold glyph's stroke is
the band between the outline grown by radius ± half the stroke width, so
it follows the bolder shape. Runs of solid fills only merge glyphs of the
same bold radius, and the patch and layer bounds grow by it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
In After Effects, text animator Tracking Amount adds the value in absolute
pixels between neighbouring characters, independent of font size. EffectCraft
previously scaled tracking by 1/1000 em (matching static Character-panel
tracking), causing tracking reveals to have significantly reduced spread.
Apply Tracking Amount directly in pixels during glyph positioning layout,
update existing tracking tests to reflect pixel units, and add a regression
test verifying font-size independence.
Fixes#1798