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
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>
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>
draw_bounds padded every stroke by width × miter limit / 2 on each side, joins or
not. A straight 1080 px wide wipe used as a track matte became a 4326×6366 layer
buffer (~440 MB as RGBA f32), made anew every frame while its trim animates, then
cached on the CPU and uploaded to the GPU. With 12 frames exported in parallel a
16 GB Mac ran out of memory and froze.
Now the miter limit applies only to miter-joined paths with a join (two or more
segments, or closed); square caps reach √2 half widths, other strokes one; Taper
and Wave keep the widest padding. Rendered pixels are unchanged.
A full-res frame of the affected ad: 1.7 GB → 0.7 GB peak.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Through the renderer, a keyed burst draws as the constant rate during it,
still draws after the rate drops to 0 (unlike a rate of 0 throughout),
and draws as nothing born once Longevity has run out. A Birth Rate
expression on any of the three stepped particle systems keeps the layer
out of the layer cache; without one it is cached.
A Hold cut at 0.5 s reads 3 just before and 0 at 0.5 s under 33.3 %,
133.33 % and 200 % stretch, and the frame matches the unstretched one.
A Birth Rate expression reading a Controller layer's Opacity before
0.5 s: changing the Controller changes the 0.9 s frame, and the cached
render matches the uncached one.
The simulation checks its checkpoints against the Birth Rate history,
but a cached layer is returned before the effect runs. The layer key
sees the layer's keyframes and its current values, not what an
expression returned at earlier times: a Birth Rate expression reading
another layer could change the history while the current rate, 0, stayed
the same.
effects::reads_param_history names CC Particle World. The renderer
already declines to cache layers whose time effects (ec.time.*) meet
expressions. It now treats Particle World the same way, in the layer key,
the input key (only for the effects that input runs) and the dependency
walk.
FxHost::param_at mapped the requested layer time to comp time, and
EvalCtx::value mapped it back. Under a fractional stretch (33.3 %,
133.33 %) that round trip truncates a tick early, so a Hold key at
0.5 s read its previous value at the step starting there: a Birth Rate
cut to 0 at 0.5 s bore one more step of particles (six).
EvalCtx::value_at_layer_time reads the keyframes at the given layer
time exactly, and still runs an expression at the comp time.
EvalCtx::value now uses it, and param_at reads through it.
EffectHost::param_is_static says when a parameter has no keyframes and
no expression. CC Particle World then skips sampling its Birth Rate at
every step, since it's the same throughout.
The issue's scene: a Birth Rate keyed 3 until 0.5 s then 0 matches the
constant rate during the burst, still draws the burst at 0.9 s with no
new births, and is empty once Longevity has run out. Moving the earlier
key changes the 0.9 s frame through the layer cache. Layers offset by
0.5 s or stretched 200 % sample their own layer times.
EffectHost::param_at(effect_index, id, layer_time) evaluates a single
parameter (by its flattened id, such as birthRate or group/param) of the
effect at that index in the layer's stack. A simulation can then sample
one parameter at every step without flattening the whole effect each
time.
The effect index is passed in, rather than read from the renderer's
running-effect index as params_at does: GPU-batched effects never update
that index, so a batched effect would read another effect's parameters.
The renderer's implementation walks the effect group by match id and
evaluates just that property (keyframes and expressions) at the comp
time of the layer time.
A layer selected by another layer's effect (Displacement Map, Blend...) had
its structure, values, matrix and time hashed into the owner's key, but not
the comp camera/lights its own scene-reading effects (Caustics, CC Particle
World...) see. The owner's key included the scene only when the owner itself
ran such an effect, and a cached owner never runs the selected layer's
effects, so moving the camera or a light reused stale owner pixels.
Dependencies::layer now hashes comp_scene for every selected (or nested)
layer that reads it, with the same policy as owner keys.
Fixes#1252
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N9kwMcw2pYQ5fSjKa3ZPnh
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>
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>
Expansion was a fill plus a stroke 2·|expansion| wide, blended per pixel. Once the
expansion passed the shape's curvature radius the stroke's inner edge inverted: a
20 px circle expanded by 60 left a ring with the layer showing through the middle,
+600 cut only the original dot, and negative values left islands. The outline is
now offset with Offset Paths' geometry (round joins) and filled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Merge Paths item appended to a shape layer's Contents cleared every draw
collected so far, including fills and strokes inside groups above it, so
the layer's shapes vanished from the render. AE's rule is per group: only
paint items in the merge's own group above it are dropped. Draws now
record which contents level created them; the merge drops only its own
group's paint, and the group-bubbled draws keep rendering.
Adds a regression test (Merge Shapes and Add modes) that renders nothing
without the fix.
Upstream's #1167 fix and this branch both stop marker edits from invalidating
cached frames. Kept this branch's shared Project::reads_markers/same_pixels_with/
pixel_form_with (viewer frames, disk cache, nested comps) and folded upstream's
rules into them: any expression counts as reading markers, protected time
markers with a duration still change the frames.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Stretched layers copied the nearest source sample for each output sample, which adds error: at
48 kHz the worst error on a 440 Hz tone was 0.025, and 0.15 at 8 kHz. They now blend the two
source samples either side. Layers at 100% and 50% speed keep their exact samples.
The render tests cover a plain precomp, which mixes the same audio as its layers, and the stretch
error against the exact tone.
Co-Authored-By: Claude Haiku 5.5 <noreply@anthropic.com>
Project::reads_markers and Comp::pixel_form_with are shared by the RAM and disk frame caches.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Echo, Posterize Time and the other Time effects read the layer at other times with none of
its effects. After Effects renders them with the effects before them: SceneYard "Task
Preparation UI" applies Echo after CC Particle Systems II on black solids, and AE shows the
echoed fireworks over a white page where we echoed the black solids and blacked it out
(Posterize Time after Turbulent Displace, the usual stop-motion setup, depends on the same).
The host already bounds the count to the effects before the one rendering.
Mean abs error vs AE: Task Preparation UI 0.1855 -> 0.0071, Lightbulb Idea 0.0126 -> 0.0102;
the 15 other corpus projects with a Time effect after another effect are pixel-identical.
(cherry picked from commit 46870452db2656c72406f63245e8b1609ceb04d4)
(cherry picked from commit 334d102582e5a64db32e2f3e55836d55ac96bdaa)
(cherry picked from commit 734da3e35dc57c01b73823458bdd87611ac1bf99)
(cherry picked from commit 87a733e076)