Extruded text keeps per-character 3D: each glyph's outline is extruded in its own space and
placed by its animated matrix; shape layers extrude their fill outlines (gradients use their
mid colour). Shadow-map bias scales with the texel footprint at the receiver and the PCF
reach (no acne on curved casters), identically on CPU and GPU. Docs: Advanced 3D in
architecture.md, parity table updated (3D, Text).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Aux-channel model (effectcraft_raster::channels3d: depth, object/material
ID, normals, UV, coverage, Cryptomatte ranks + manifests, MurmurHash3);
EffectHost::aux; multi-layer OpenEXR channels via the exr crate
(FootageSource::aux); the compositor's depth / layer-ID / Cryptomatte pass
(Renderer::comp_aux) so the effects work on precomps of 3D comps.
3D Channel Extract, Cryptomatte, Depth Matte, Depth of Field, EXtractoR,
Fog 3D, ID Matte, IDentifier.
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>
Particle Playground: cannon, grid, layer exploder, layer map, gravity,
repel, wall and persistent property mapper; deterministic, stepped from
t=0 through the checkpointed SimCache.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Key Light is registered under a generic name (Keylight is a vendor
trademark); lookup() resolves "Keylight (1.2)" to it. mocha shape reads a
documented JSON shape format (Mocha's own export format is not public).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Liquify stores its strokes as effect data and replays them into a cached
displacement mesh; liquify.stroke / liquify.clear commands for agents.
Rolling Shutter Repair measures motion with effectcraft-track KLT (new
effects -> track same-layer edge).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New crate effectcraft-model (L2): glTF 2.0 (.gltf/.glb, data URIs, external buffers and
images, PBR metallic-roughness with base/MR/normal/occlusion/emissive textures, node
hierarchy, skins, step/linear/cubic animations) and OBJ/MTL import, parametric primitives,
extruded/bevelled outline meshes and polygon triangulation with holes.
Project: FootageKind::Model, LayerSource::Model/Primitive, Layer::environment, Geometry and
Material Options builders, Environment light Source. Media probes and loads models
(FootageSource::model). Engine: layer.newModel, layer.new3dPrimitive/newPrimitive,
comp.renderer, layer.environment, material.set/reset/duplicateAssign/revealSource (stubs
replaced); File > Import and layer.addItem pick up models. Hand-written fixtures with
attribution sidecars.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Built-in minimal OCIO config (ACES2065-1, ACEScg, ACEScct, sRGB, Rec.709,
Rec.2020, Display P3, linear variants, XYZ) from published primaries,
transfer functions and Bradford adaptation; CDL v1.2 maths; .cube/.3dl/.csp
and .cc/.ccc/.cdl file transforms with nearest/trilinear/tetrahedral
interpolation and inverse; displays/views/looks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Restores commits dropped from local main by a reset to origin/main.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
# Conflicts:
# xtask/src/main.rs
# xtask/src/version.rs
- effectcraft-cli: support --version/-V/version (the packaging smoke tests call it).
- Linux release job installs libasound2-dev for alsa-sys; deb/rpm depend on
libasound2/alsa-lib; Flatpak gets --socket=pulseaudio.
- packaging/web/package.sh builds with `cargo xtask web` (wasm-bindgen) and zips
<target>/web/dist; the release job installs wasm-bindgen-cli 0.2.129.
- xtask: version.rs (ported from PhotoCraft) called helpers that don't exist here,
so xtask didn't compile; use the local run() and wire up `cargo xtask version`.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
5af4196 added xtask/src/version.rs calling crate::cargo() and a 2-arg run()
that don't exist, and never dispatched it; xtask (and cargo xtask ci) failed to build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
These merges (703c8cd..1398df5) were dropped from local main by a 'reset to origin/main';
restoring them on top of the new README/release-pipeline commits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Drop the app icon from the top of the README, matching PhotoCraft, and
show each app's icon next to its name in the Crafting Apps table in place
of the coloured name badges. The table is now identical across all seven
apps apart from the "you are here" row.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keeps the GPU's public placement() API (motion-blur sample count now
shared via mb_samples) and the footprint-limited quantisation; the CPU
fallback helpers draw_layer_cpu / draw_collapsed_cpu pass blank = false.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Auto backend keeps comps with 3D layers on the CPU compositor (3D runs are
still CPU-composited; the GPU round-trip made them slower).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Region-of-interest frames render on the CPU path; the viewer keeps main's
frame drawing (Show Channel, exposure, ROI) and reads GPU-composited frames
back. Keeping frames as native egui-wgpu textures stays implemented behind
RenderSource::gpu_display (off).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
8/16 bpc no longer re-quantises the whole comp after every layer: 2D layers
report the canvas region they can change (transformed buffer bounds plus the
resampling margin; stencil modes, motion blur, perspective, styles,
adjustment and 3D runs fall back to the full canvas), and only that region
is quantised. A quantised buffer placed pixel-exactly (integer translation,
Normal, 100%) over a blank canvas needs nothing; invisible layers need
nothing; collapsed precomps quantise per nested layer. The redundant final
comp pass is skipped unless the comp is re-encoded. Solids are filled with a
pre-quantised colour and skip the source pass unless masked. Row-parallel
vectorisable kernel. Debug builds verify every pixel outside the region is
already quantised (whole workspace test suite run with 8 bpc forced: no
violations).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Library groundwork for mask tracking (MSK-3) and the Warp Stabilizer (TRK-2),
clean-room from published methods:
- track::klt: Shi-Tomasi corners, pyramidal Lucas-Kanade with forward-backward check
- track::fit: RANSAC + least-squares translation/scale/similarity/affine/homography
- track:😷 MaskTracker following the pixels inside a mask outline per frame
- track::stabilize: incremental clip analysis (serde WarpAnalysis), Gaussian path
smoothing (Matsushita 2006), No Motion, preserve scale, crop / auto-scale with
max-scale relaxation
- path::interp: Mask Interpolation correspondence (arc-length vertex insertion,
shape-context matching) and rigid/linear in-betweens
Engine commands, UI and the effect itself are not wired yet (stubs unchanged).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The desktop viewer builds the GPU compositor on egui-wgpu's device and,
with Mercury GPU Acceleration, renders frames into RGBA8 textures that are
registered with egui-wgpu and drawn directly (no readback); the RAM preview
cache holds them under a video-memory budget. Pixels are read back only on
demand (Info panel, eyedroppers, histograms). Project Settings gets the
Video Rendering and Effects renderer choice. ui_gpu test: GPU viewer frame
matches the CPU one (skips without an adapter).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- dock::drop_zone / zone_rect (AE-style center/left/right/top/bottom zones with highlight),
DockNode::dock_panel (tab next to / split off an anchor), Layout {root, floating} with
float / unfloat / dock; serde (old workspaces still load).
- Tab drag re-docks; Cmd/Ctrl-release or a drop outside every group floats it; floating
groups are movable, resizable in-window windows that take tabs; panel menu Undock /
Maximize (toggle, ` maximizes the panel under the pointer) / Close; window.dockPanel /
floatPanel / maximizePanel / closePanel for agents; Save Workspace stores floating panels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
New L3 crate effectcraft-gpu: a wgpu compute backend for the per-frame
compositing walk (layer transforms with the CPU's nearest/bilinear/bicubic
sampling and minification pre-filter, motion-blur accumulation, track
mattes, Preserve Transparency, layer style passes and knockout, all 38
blend modes as a WGSL port of color::blend, 8/16 bpc clamp+quantise,
colour-space conversions). 3D runs, adjustment and wireframe layers run on
the CPU between GPU steps. GPU effects with the CPU semantics: Gaussian,
Fast Box and Directional Blur, Glow, Levels, Curves, Hue/Saturation, Tint,
Fill, Gradient Ramp, Fractal Noise, Drop Shadow, Brightness & Contrast,
Exposure, Invert, Transform (registry gpu badge from effects::GPU_EFFECTS).
render: Backend (Cpu/Gpu/Auto) in RenderOpts, the Accelerator trait and
Renderer::accel, GPU effect chains in the effect stack, hooks for the GPU
walk. Project setting gpu_acceleration (Mercury GPU Acceleration / Software
Only), render.backend command, file.projectSettings renderer. Session and
Render Queue exports carry the accelerator. CLI --gpu and bench --gpu.
Tests compare GPU vs CPU renders (blend modes x bit depths, transforms,
masks, mattes, motion blur, colour management, styles, collapse,
adjustment fallback, every GPU effect) and skip without an adapter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- project.select/rename/move/setLabel/setComment engine commands (undoable; no folder into
itself).
- Drag items onto folders / the root, Enter or double-click the name to rename, double-click
the Comment cell to edit, label colour popup on the label column, Media Duration / File
Path / Comment columns shown or hidden from the header context menu, rendered comp/footage
thumbnails in the info header.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Type tool point/box text creation, double-click editing, caret and selection
in the viewer (viewer_text.rs), keyboard/IME/clipboard, box handles; engine
text.edit/endEdit/setSelection/moveCaret/insert/delete, layer.setText range,
caret insertion style, Paste Text and Match Formatting / Paste Text
Formatting Only (stubs removed); Character/Paragraph/Properties panels act
on the selection.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TextDoc gains character style runs (font, size, colours, tracking, leading,
baseline shift, h/v scale, tsume, faux styles, caps, super/subscript, kerning
metrics/optical/manual, ligatures) and per-paragraph settings (justification
with last-line modes, indents, space before/after, direction, composer,
hanging punctuation), serde-compatible with single-style documents. Layout
handles mixed runs on a line (shared baseline, largest leading), every-line
composer, editing geometry (carets, hit testing, selection quads) and basic
vertical type. Renderer colours per run. Expressions get the sourceText style
API (style, getStyleAt, createStyle, setters with character ranges).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Graph Editor (ANM-4) and timeline keyframe tools:
- Transform box around two or more selected keys: corners scale time and
value about the opposite corner, edges one axis, the inside moves the
keys (keys.transform, one undo step per drag, times land on frames).
- Snap: dragged key times snap to the current time and other keys.
- Show Reference Graph: the other graph type, faint, behind the curves.
- Timeline Alt-drag of a key group's first or last key scales the group in
time about the other end.
- keys.transform takes dims (only the shown dimensions change).
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>