Commit Graph
378 Commits
Author SHA1 Message Date
vangel76andClaude Opus 5.5 236e8c87ae Merge main into rfx-text
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>
2026-10-26 15:30:09 +01:00
Minher0 0539098887 Environment lights: review fixes — edit keeps Classic 3D, NaN sun guarded (#2436)
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.
2026-10-26 13:40:53 +00:00
Minher0 863f0e49c1 Render the Environment light's shadow from its image (#2436)
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.
2026-10-26 13:05:16 +00:00
Minher0 1599790ac9 Light Environment lights: default environment, Casts Shadows, Advanced 3D switch (#2436)
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.
2026-10-26 09:43:47 +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 f23272f725 Merge #2352: Proxies: a composition proxy draws with Separate Fields, Invert Alpha, linear light and Frame Blending 2026-10-25 20:17:15 -07:00
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
dotCooCoo 8ebacda419 Shapes: Wiggle Paths has Spatial Phase, which slides its wiggle along the path
Wiggle Paths had Size, Detail, Points, Wiggles/Second, Correlation,
Temporal Phase and Random Seed, but no Spatial Phase, which After
Effects lists among its properties (ADBE Vector Spatial Phase). Spatial
Phase now moves each point's own displacement along its subpath: 360
degrees is once around, and a fraction of a point is interpolated
between neighbors. At 0 degrees a path draws as before.

A project saved without the property gets it at 0 degrees, after
Temporal Phase, when it opens. Scripts can read and set every Wiggle
Paths property by its match name.
2026-10-25 16:06:28 -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
tylerjenningsw 5808550c5a Merge main into fix/particle-birth-history-ps2-mercury 2026-10-25 14:26:29 -04:00
tylerjenningsw 20d8501ea2 Merge main into fix/particle-birth-history 2026-10-25 14:26:29 -04:00
tylerjenningsw a2f3ac41b1 Merge main into enhance/avi-import 2026-10-25 14:26:28 -04:00
Minher0 601a15bc1f render: a 3D layer read outside its in/out range is transparent
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.
2026-10-25 13:21:57 +00:00
Minher0 82cebba68f layer.create: the instance3d op - a 2D copy of a 3D model layer (#2100)
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).
2026-10-25 12:46:58 +00:00
vangel76andClaude Sonnet 5.5 4c8b89a6be Merge upstream/main into fix-1083-beat-marker-audio-pause
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>
2026-10-25 10:33:46 +01:00
dotCooCoo 62cd2364d5 Shapes: add the Wiggle Transform path operation, which wiggles paths and each Repeater copy
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.
2026-10-24 18:11:29 -07:00
dotCooCoo d8e756dec5 Proxies: a composition proxy draws with Separate Fields, Invert Alpha, linear light and Frame Blending
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.
2026-10-24 15:20:57 -07:00
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
vangel76andClaude Opus 5.5 5289b2e853 Merge upstream/main into fix-1083-beat-marker-audio-pause
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 20:02:37 +02:00
dotCooCoo 9de2c5ee8a Interpret Footage: Cineon Settings convert DPX and Cineon log scans
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.
2026-10-24 08:37:15 -07:00
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
aiongg ce3791eba5 Merge #1915: test(render): make automatic backend checks independent of timing (@TimotheusG) 2026-10-24 00:13:55 +00:00
aiongg 22cdd26365 Merge #2223: Composition Settings: Resolution menu with the frame size and memory at that resolution (@marcoarnulfo) 2026-10-23 23:33:23 +00:00
aiongg bae27ebbe7 Merge #1841: Cryptomatte: pick the ID under a point into the Selection (effect.pickCryptomatte) (@MatejKozlovsky) 2026-10-23 23:33:10 +00:00
aiongg d74fe2d51e Merge #2003: Motion Tile's Output size works on adjustment layers (#1727) (@ded-achtung) 2026-10-23 23:22:30 +00:00
aiongg 14900b747d Merge #2211: #2094 (adv): crisp cast shadows so diffusion only softens (@ChristopherLinnett) 2026-10-23 23:22:30 +00:00
aiongg a78c7a585d Merge #1872: Color effects and keys render as in After Effects (Tint, Tritone, Black & White, Exposure, Levels, Brightness & Contrast, Curves, Luma Key, Extract, 4-Color Gradient, Fill) (@vangel76) 2026-10-23 23:21:37 +00:00
aiongg 295d104e19 Merge #1699: Preview: replaced browser media gets a new disk-cache key (#1253) (@vbasky) 2026-10-23 21:36:58 +00:00
aiongg feb6c12b91 Merge #1928: #1812: workers that render a layer at once share the cached buffer (@ded-achtung) 2026-10-23 21:34:56 +00:00
aiongg 74f7e76f41 Merge #1917: #1812: stills at reduced resolution are resampled once, and their layers cached (@ded-achtung) 2026-10-23 21:34:54 +00:00
aiongg d57fed9fcc Merge #1837: Text: draw Faux Bold and synthetic bold (#1676) (@HEOJUNFO) 2026-10-23 21:26:20 +00:00
Marco Arnulfo 24e61ce273 Composition Settings: the Resolution line shows the frame size the renderer produces (#2167) 2026-10-23 16:34:22 +02:00
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
dedandClaude Opus 5.5 915ba28a9d Motion Tile's Output size works on adjustment layers (#1727)
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>
2026-10-21 10:35:47 +03:00
dedandClaude Opus 5.5 a330110476 G5: a styled layer rendered by two workers at once shares its body and passes (#1812)
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>
2026-10-20 16:12:22 +03:00
dedandClaude Opus 5.5 9c5494fd29 G5: a layer rendered by two workers at once is shared from the cache (#1812)
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>
2026-10-20 12:31:25 +03:00
dedandClaude Opus 5.5 e14cdd6009 Layer cache: animated masks with mask motion blur key the layer time
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>
2026-10-20 04:21:53 +03:00
dedandClaude Opus 5.5 fd1250d224 G5: still footage layers are kept in the layer cache across times (#1812)
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>
2026-10-20 03:43:33 +03:00
TimotheusG c4505d34de test(render): document automatic backend fixtures 2026-10-19 18:47:51 -04:00
TimotheusG e551cbe2ca test(render): use controlled costs for Auto backend checks 2026-10-19 18:26:34 -04:00
vangel76andClaude Opus 5.5 daedbd5ca1 Review: short "d" falls back to the font ascent; tracking unit comment; Lottie hunk out
- 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>
2026-10-19 19:10:21 +02:00
vangel76andClaude Opus 5.5 8b715fc227 Masks: coarsen the feather grid instead of dropping its padding on huge layers
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>
2026-10-19 18:18:58 +02:00
vangel76andClaude Opus 5.5 8b64074ce3 Text: per-character 3D rotation turns Z first, as a 3D layer and After Effects
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>
2026-10-19 16:41:16 +02:00
vangel76andClaude Opus 5.5 8ea876914d Text animators: Tracking Amount in pixels, Subtract selectors stop at 0, as After Effects
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>
2026-10-19 16:41:15 +02:00
vangel76andClaude Opus 5.5 710ffd9f7e Shapes: Repeater copy opacity steps 1 / Copies toward End Opacity, as After Effects
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>
2026-10-19 16:33:44 +02:00
vangel76andClaude Opus 5.5 25de452804 Masks: feather falloff as After Effects
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>
2026-10-19 16:33:44 +02:00
vangel76andClaude Opus 5.5 b9e859fe3f Masks: feather reaches into the layer from a mask outside it, as in After Effects
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>
2026-10-19 16:33:44 +02:00