diff --git a/docs/roto-brush-sam2.md b/docs/roto-brush-sam2.md index b165a29bc..d5e5b26f0 100644 --- a/docs/roto-brush-sam2.md +++ b/docs/roto-brush-sam2.md @@ -22,16 +22,18 @@ Apache-2.0). It is optional: nothing changes until you install the model and cho chose and whether it is installed, loaded and loading; `notice` says when it is not the one in use for the layer. `tracker.saved` names the model the saved frames came from. -Propagate never falls back to the classic engine without saying so. With SAM 2 chosen but not installed, or failing to -load, it refuses with the reason. While it is still loading, `wait: true` (agents) loads it first; without `wait` it +With SAM 2 chosen but not installed, or failing to load, Propagate refuses with the reason. A tracker failure during +propagation can fall back to classic; its warning is live progress only, as described under [Memory and limits](#memory-and-limits). +While it is still loading, `wait: true` (agents) loads it first; without `wait` it refuses, and the load goes on in the background. Deselecting SAM 2 (choosing Classic) runs Propagate exactly as before, and Roto Brush 1.0 never uses a model. Tracked frames are saved in the project with the instance, as Freeze's are, so a saved project renders the same when it reopens, in the app or with `effectcraft-cli`, without the model being loaded or chosen there. They apply while the strokes and span they came from are unchanged. Changing a stroke or the span makes them stale until the next Propagate. -Choosing another model, or the classic engine, leaves them in place and `roto.status` says so; a classic Propagate -replaces them with classic mattes. Object Matte saves nothing. +Choosing another model, or the classic engine, leaves them in place and `roto.status` says so. They retain the original +model tag and per-object cache keys when rendered or re-saved; the next Propagate replaces them using the selected +model (or classic engine). Object Matte saves nothing. ## Several objects in one instance A Roto Brush instance can hold several objects. The **Object N** button in the Layer panel's bar picks the object new