Valentin KleinandClaude Opus 5.5 84382487bb Disk cache: entries keep the files they read, keys from memory (#3184) (#3191)
* Disk cache: record the source files each frame reads

Part of #3184 (step 1): renders now report which footage files they read,
each with its identity (size and modification time) as read. Nothing uses
the list yet: images, cache keys and cache behaviour are unchanged.

- render: `reads` module with `FileStamp`, `ReadFile`, `ReadFiles` (sorted,
  deduplicated, bounded; marked incomplete when it can't vouch for every
  file) and the thread-safe `ReadLog`. `Renderer::reads` collects a frame's
  files; `FootageSource::recording` lets a source note what it reads.
  `file_stamp` uses the same identity.
- Layer cache entries keep the files their buffer was made of and report
  them on every hit; derived entries (styles, blend space, flattened) keep
  their base's. Buffers from the disk cache or the browser store don't know
  their files yet and mark the list incomplete.
- Media pool: every file read notes its identity, taken from the file it
  opens. Decoded frames, opened movies, GIFs, models and EXR channels keep
  it with the cache entry, so a frame served from memory reports its file
  without touching the disk.
- Viewer frame worker collects each frame's list and carries it to where
  the disk entry is written (step 2 stores it).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Automation: confined footage passes on the files it reads

Part of #3184: ConfinedFootage forwards FootageSource::recording to the
source it wraps, so renders of an automation session list their files
instead of coming back incomplete. The read tests also render through the
viewer's CancellableFootage wrapper.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: frame entries keep their source files, comp key from memory

Part of #3184 (step 2). Fixes #3175: opening a comp no longer stamps every
footage file of the project before its first frame can show.

- The comp's content key (`disk_cache::comp_content_key`) is taken from the
  project in memory alone: no footage or proxy file is stamped, no
  `VirtualFileId` is asked. `comp_content_key_with` is gone; `frame_key`
  hashes a new entry version, so entries of the earlier format are never
  looked up again (LRU evicts them).
- Frame entries (formats 2 and 3) store the files the frame read
  (`EntryFiles`: size and modification time as read; size and content hash
  through `VirtualFileId` for files from memory; missing files), then the
  pixels. Formats 0 and 1 read as misses and are deleted.
- Check on hit: `get_frame`/`get_frame_f16` look only at the listed files
  (one metadata call each) on the frame worker. A changed, back or unreadable
  file, or a damaged entry, is a miss: the entry is deleted and the frame
  rendered and stored again.
- A frame whose file list is incomplete is shown but not stored. The RAM
  preview keeps each frame's files, so `persist_missing` writes only frames
  with a complete list.
- Remote frame worker: `FrameServer` records each frame's reads
  (`take_files`); the web worker stores them with the entry and the page
  checks them through the file table before using it. The browser's media
  epoch existed only for the old key and is removed. Export does not use
  frame entries.
- The cache indicator still only asks whether an entry exists.

Tests: entry format round trip and damage, the check per file, and in the
viewer: a changed file re-renders exactly its frames (and a reopen reads the
rest from disk); a frame checks only its own files in a project with a large
unused sequence and the key looks at no file; missing, unreadable files and
damaged entries never serve a stale frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: layer entries keep their source files, no footage salt

Part of #3184 (step 3 of 4).

Layer buffers on disk (and in the browser's layer store) now carry the
files they were made of, like frame entries since step 2, and are checked
against exactly those files when used. The project-wide footage salt is
gone: nothing stamps every footage file any more.

- Layer entry format 4: the buffer's EntryFiles, then the pixels. A hit
  checks only the listed files (metadata, or the VirtualFileId hook for
  files from memory; Missing must still be missing); a change, a damaged
  entry or the old format 0 is a miss and the entry is deleted, so the
  re-rendered buffer replaces it. A hit reports its file list, so frames
  made of buffers from disk are complete and get stored again.
- Buffers whose files can't all be named are not written.
- Layer disk keys: layer_disk_key = hash of the layer entry version, the
  renderer version and the layer cache key (which names the footage items
  with their paths and settings, from memory).
- PrefetchStore checks on use; an entry made of changed files is dropped
  and forgotten, so the new buffer is queued over it. FrameServer passes
  its virtual-file hook to its layer cache.
- Removed: footage_salt(_with), file_stamp, footage_stamp,
  set_disk_salt, set_store_salt, Session::refresh_disk_salt,
  poll_disk_salt, footage_fingerprint, disk_salt, disk_salt_background,
  disk_salt_job, DiskSaltJob, the UI's per-frame poll, the salt in
  FrameServer and in the availability worker (with its cache_enabled
  plumbing). The disk cache is attached as soon as it is configured.
- Docs: architecture.md, web.md.

Tests: layer entries check their files (size, time, missing/back,
folder, damaged, old format, incomplete); virtual files; prefetch store;
media tests with a real pool across restarts (only the changed file is
read, projects with the same item ids never share an entry, missing,
unreadable and damaged never serve stale buffers); engine tests that the
cache is attached at once and edits do no file work (#1926, #3106).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: no-salt worker test, sequence paths in the frame-blend key

Part of #3184 (step 3 of 4).

- A frame-blended footage frame's layer-cache key now hashes the
  sequence's file list: with no project-wide salt, two projects whose
  items share an id and a first frame must not share its disk entry.
- Test: a frame worker syncing, patching and rendering a project with an
  unused 5000-frame sequence asks its file hook only about the file its
  buffer reads (the salt asked about every file at every sync).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: the comp key covers what its expressions can read

With an expression anywhere in the project, every comp's disk key hashed
every item of the project, so any edit (another comp, an unused footage
item) threw away every comp's frames on disk. The key now covers what the
comp can draw plus what the expressions among it can reach
(Project::pixel_reach):

- without expressions: the items the comp draws, without silent layers,
  plus the footage its precomp layers swap in (Media Replacement);
- with expressions: every layer of the comps they reach, their markers,
  the comps and footage they name with string literals (comp("Name"),
  footage("Name")) together with which items have those names now, and
  the footage named like a reached source (its data is read by name);
- the whole project when an expression computes a name, uses the object
  model's constructors or internals, dynamic code, computed keys or
  writes, or text the scanner can't read for sure (regex literals,
  template strings, escapes): expression_reach errs towards reaching more.

Markers count only where an expression can read them (#1083). Memory
only, no file is looked at.

Tests: scanner and reach unit tests in the project crate; engine tests
for the key (own-comp expressions keep the key through edits elsewhere,
comp("Other") follows Other and not a third comp, a second comp taking
the name counts, a computed name counts every item, markers read from
another comp); a ui-egui test that the disk frames outside an expression
layer are carried when the comp it names changes.

Part of #3184. Part of #1492.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: Reload Footage drops the entries of its files, docs

File > Reload Footage now deletes the frame and layer entries whose file
lists name the reloaded item's files (DiskCache::drop_files), so a file
replaced by one with the same size and modification time, which the
check on hit can't tell apart, is read again. The index knows keys, not
files: the writer thread reads the files section at the start of each
frame and layer entry (not the pixels) after the writes queued before
it, and deletes the entries that list one of the files. Until it is
done, an entry made of one of them is a miss and frames aren't linked to
new keys. The entries are gone for good, so they don't come back after a
restart. Automatic reloads don't drop anything: they follow a changed
stamp, which the check on hit catches. The browser needs nothing (its
file identities are content hashes).

Removed: disk_cache::seal, which steps 2 and 3 left without callers (the
tests use seal_format). Updated the module, seal_format and forget_media
docs, and docs/architecture.md / docs/web.md describe the final design:
what is cached, keys from memory, file lists checked on hit, nothing
scans the project, incomplete lists stay in memory, Reload Footage drops
entries, edits keep the frames they can't change.

Tests: render unit tests (same size and time passes the check but not
the drop; other files' entries stay; an entry queued before the drop is
dropped; a layer entry too; written again afterwards it is used; the
drop survives a restart; a pending drop is a miss), and an engine test
through file.reloadFootage.

Closes #3184. Part of #1492.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: file stamps keep the whole modification time

A file's modification time was nanoseconds since 1970 as u64: a time before 1970
read as "no time" (two such files of one size looked alike) and times after 2554
were truncated. It is now i128 nanoseconds, negative before the epoch; None only
means the file system has no time. The content-key hash writes a presence tag and
the full value.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Automation: a refused footage read leaves the render's file list incomplete

Footage outside the read roots shows nothing and was noted as no file at all, so a
picture made without it had a complete, empty list and could be kept on disk for
a later session with other roots. A refused read during `recording` now marks the
list incomplete.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Render: a buffer kept by another worker comes with its own files

LayerCache::insert returns the files of the buffer it keeps, and Renderer::keep
notes them in the render's log and returns them, so a render that uses another
worker's buffer lists that buffer's files (a file changed between the two reads
then has two identities and the list is incomplete).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Render: sampleImage and text fonts note the files they read

EvalCtx carries the render's read log. A sampleImage render records its footage
reads, keeps them with its per-thread cached buffer and notes them in the
evaluating render's log on every use. Text notes the font files it is drawn with,
with the identity their bytes were read with; a family that isn't installed, a
fallback or missing glyph, or a font from memory leaves the list incomplete.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: frame entries store the whole modification time

A frame entry's file list stores a file's modification time as i128 nanoseconds
since 1970 (negative before), as the file stamps now keep it; the frame entry
format version goes to frame-entry-files-2 so entries in the old layout are not
read.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: layer entries store the whole modification time

Layer entries share the frame entries' file list layout, which now stores the
full i128 modification time: the layer entry format version goes to
layer-entry-files-2. The module doc names the font files text is drawn with
among an entry's source files, and what keeps a list incomplete.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Layer cache: buffers that read other layers are keyed by the switches passed down

A layer whose effect reads another layer (Gradient Wipe, Set Matte, Blend…) gets
that layer drawn by its own renderer. Through a precomp layer, Switches Affect
Nested Comps, the switches inherited from the precomp layers above and motion
blur on change those pixels, but the key held only the layers' own switches: a
buffer made with the setting on was reused (from memory or the disk cache) with
it off. Such layers now derive their key with what the renderer passes down.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Layer cache: masked buffers are keyed by the mask motion blur gate

A mask with Mask Motion Blur On blurs even when the layer's own switch is off,
as long as the render's gate is open (Render Settings motion blur, and with
Switches Affect Nested Comps the precomp layers above). The key held the
layer's own motion blur state only, so a buffer blurred with the gate open was
reused with it closed (and the other way round), also from the disk cache.
Masked layer, input and footprint keys now tell a closed gate apart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Render: cached buffers list what their expressions and substituted characters read

- Buffers made under `Renderer::recorded` (layer content, a Time effect's input, an adjustment
  layer's footprint) evaluate their masks, shapes and effects with the context that notes into
  the buffer's own read log, so a file an expression reads (`sampleImage`, also at shutter times
  mask motion blur adds and the cache key doesn't see) is in the buffer's files.
- A styled layer served from the cache lists the files of the cached body and passes too, so
  the buffers made of it (flattened, blending space) don't get a complete list when one of them
  came with an incomplete one.
- A character put in by Character Offset or Character Value without a relayout notes the font
  it is drawn with; a fallback face (or none) leaves the list incomplete.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Render: text lists the font file of a run that draws no glyph; tests clean their temp dirs

An empty first paragraph draws no glyph, but in a box its face sets the
first baseline that places every later line. The read list took faces only
from glyphs, so it could be complete without that file. Note each style
run's resolved face as well.

The font-reads and confine tests use tempfile::tempdir(): a fresh
directory per run, removed on panic too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: Reload Footage closes the gaps around its drop (#3184)

- A reload while the disk cache is off is kept on the session
  (pending_disk_drops) and applied when the cache is switched on, before
  anything is read from it.
- Each render takes the cache's drop generation before it reads (frame
  worker; layer cache at the miss). An entry listing a file dropped after
  that is refused under the queue's lock, so a render that was under way
  during the reload can't store pixels from before it. Such a frame is
  shown with an incomplete file list, so persist_missing skips it too.
  The per-file record is bounded (past it, everything older is refused).
- An entry read while its drop was pending is a miss even when the
  writer ends the sweep between the read and the check (a stale hit
  found under load): the pending drops and the generation are taken
  before the entry is read.
- Test: a reopened project serves its frame from disk with no source file
  opened or decoded.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Disk cache: RAM frames keep the drop generation their render started at

Reload Footage empties the RAM preview, but an idle pass of
persist_missing may already hold a frame from before the reload. It
took the cache's drop generation when it ran, after the drop, so the old
pixels could be written back and, with the file's size and time
unchanged, served again after a restart.

Each RAM frame now keeps the disk cache its render started with and
that cache's drop generation then. persist_missing writes a frame only
to that cache, with that generation, and skips it once one of its files
was dropped since; a frame rendered without that cache is not written
from there.

Tests use tempfile directories (the layer drop test, the frame_files
folders under target/).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Doc comments for the functions this PR touches

* Disk cache: cap the free-space reserve at 10 GB, skip encodes the limit refuses

The reserve the cache leaves free on its disk was max(2 GB, 5% of the
disk) (#2551). On a 4 TB disk with 190 GB free that is 200 GB, so a
cache set to 20 GB had a limit of 0: every write was refused, the cache
never held anything, and only a log warning said so.

The reserve is now clamp(5% of the disk, 2 GB, 10 GB). It is there to
keep the cache from filling the disk, not to keep a share of a large
disk free: 10 GB leaves the system room to work on any disk, a small
disk still keeps 2 GB, and a 100 GB disk keeps 5 GB as before. After
Effects has only a maximum cache size and no reserve; a clamp keeps
the floor for small disks, where a fixed 10 GB would take most of the
space.

Writes the limit refuses cost no work: DiskCache::accepts_writes (one
atomic read) is checked before a frame is converted (put_disk_frame)
and before frames and layers are compressed (put_frame, put_frame_f16,
put_layer). The frame workers spent about 8 ms per frame and 14 ms per
layer on encodes that were then refused. persist_missing returns at
once at limit 0 instead of converting the RAM frames on every idle pass.

Settings > Disk shows the limit in effect in MB under Maximum Disk
Cache Size, with a note when free disk space lowers it
(settings.disk.cacheLimit).

* Disk cache: refuse writes below 64 MB of room, show this disk's reserve

Review follow-ups to the reserve fix:

- accepts_writes also refuses while free disk space leaves less than
  64 MB of room (a limit the setting asks for is always used): a few
  frames would fill it, and the rest would be compressed only to be
  refused.
- While writes are refused the idle passes ask for no repaint, so the
  UI keeps a frame coming every 5 s: the free space is read again and
  the RAM frames are written once there is room.
- Settings > Disk names the space kept free on this disk (the reserve
  the last reading applied; the rule from MIN/MAX_DISK_RESERVE when it
  is unknown), and the "no room" note follows accepts_writes.
- The settings.disk.cacheLimit automation label is machine-readable
  and the same in every language: limitMb, maxMb, reserveMb,
  spaceLimited, writes.
- cargo fmt.

* Disk cache: follow 3D model sources in the comp's reach

The reach walk followed comp, footage and solid sources but not
LayerSource::Model. An expression reading a model layer's source
(thisComp.layer("Model").source.name) left the model item out of the
comp's content key, so renaming the model kept the key and the old
frames on disk were served. Every source item is followed now
(LayerSource::item), which also counts the model when no expression
reads it (Advanced 3D draws it).

The same omission is fixed in the RAM preview's content walk
(frames.rs) and in the layer key's walk of referenced layers
(cache/dependencies.rs).

* Disk cache: a render's drop generation travels with its reads; no disk entries for Expression Selectors

Drop generation per render: the layer cache recovered a buffer's drop
generation from the latest miss of its key, so a second render of the
key that started after File > Reload Footage lent its generation to a
render still running from before, and that render's buffer (the file as
it was) was written after the sweep. Now Renderer::recorded starts each
buffer's read log at the store's drop generation before anything is
read (ReadLog::starting_at); ReadFiles carries the earliest generation
through merges, so derived buffers (styles, the blend-space copy, the
flattened layer) and frames that use a buffer from memory carry it too.
LayerCache::insert keeps a buffer made of a file dropped since its
reads began neither on disk nor in memory; a list that doesn't say
counts as made before every drop. DiskCache::dropped_since takes the
list's own generation too. missed_at keeps only the miss time.

Expression Selectors: the layer key evaluates a text Expression
Selector's amount for the first character only, so a per-character
dependency such as textIndex == 1 ? 0 : footage("ref.png").width was
not in the key, and after the footage item's width changed a reopened
session reused the old layer entry. A text layer with an Expression
Selector now marks its reads unkeyed (ReadFiles::is_unkeyed), which
merges like the generation; such buffers stay in memory and are never
written to disk. Frame entries are unaffected: the comp's frame key
hashes what the expressions name. The equality and hash of ReadFiles
ignore both new fields.

* Disk cache: never serve a RAM layer buffer made before a drop of its files

A render that passed the drop check could sit in put_layer's encode
while Reload Footage cleared the layer cache and dropped the file, then
publish its old pixels to memory after the purge; get, and a fresh
render's insert, then served them. The disk-hit promotion went through
the same insert_mem.

Every way the cache hands out a RAM buffer (get, the kept-first path of
insert, an existing entry in insert_mem) now checks the entry's files
against the store's drops from their own generation (ReadFiles::since):
an entry made before a drop of one of its files is forgotten and the
lookup misses, so a fresh render's buffer replaces it. insert_mem also
re-checks a buffer just before publishing it.

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-08 02:30:59 +01:00
2026-10-26 14:13:03 -06:00
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ArtCraft

EffectCraft icon: an engraved unicorn on a pink tile

EffectCraft

Motion graphics and visual effects; an open-source, professional motion graphics and visual effects studio, built in pure Rust.

A free, open-source compositor: compositions, layers, keyframes, 308 effects, layer styles, expressions, 3D cameras and lights, and a render queue, native on macOS, Windows and Linux, and in the browser. Young, moving fast, and already usable.

Status: young and moving fast Written in Rust License: MIT OR Apache-2.0
Scanned by SonarCloud Reviewed by CodeRabbit

Join the ArtCraft community on Discord

EffectCraft on getartcraft.com · ArtCraft · All Crafting Apps


EffectCraft's main window: the animated demo composition in the Composition panel, the Project panel, a Timeline with text, shape and solid layers, and the Properties panel showing the selected text layer's transform, font and paragraph settings

Note

ArtCraft is a community of artists from all walks of life. Digital, generative, music, games — if you make things, you're one of us. Come say hi on Discord.

What it is · Animate · Effects · 3D · Export · Agents · Get started · Status · How it's made · Downloads · The Crafting Apps · License

What EffectCraft is

EffectCraft is for animated titles, motion graphics and compositing work: the kind of thing motion designers and VFX artists need. You build a composition out of layers (solids, shapes, text, footage, other compositions), animate their properties with keyframes, stack effects on them and render the result.

The interface feels natural and responsive, with dedicated panels (Project, Composition, Timeline, Layer, Footage, Effect Controls, Tools, Preview, Effects & Presets, Audio, Info, Paragraph, Character, Align, Progress, Render Queue) and standard motion graphics shortcuts, going further in a few places where it matters to us:

  • Lottie import and export built in, so animations can go straight to the web and apps without a plugin.
  • A project file you can read. Projects are versioned JSON (.ecproj), so they diff cleanly in version control.
  • Everything is scriptable. Menu actions, timeline edits and property changes are exposed as commands. Engine commands are available through the CLI, JSON control channel and MCP; UI-only commands use the frontend dispatcher and can be invoked through the control channel or an attached MCP bridge.
  • No FFmpeg. Video and audio decoding and encoding are pure Rust: FilmCraft's codecs and EffectCraft's own VP9, AV1, HEVC and Opus encoders.

Animate

The panels, menus and shortcuts follow standard motion design conventions: Project, Composition, Timeline, Effect Controls, Properties, Effects & Presets, Character, Paragraph, Align, Info, Preview, Audio and the Render Queue, docked the way you expect. Drag footage, comps and effects between them: onto the comp viewer, where they land under the pointer, or into the Timeline, between layers and at the time you point to.

  • Layers of every kind: solids, shapes, text, footage, nested compositions, nulls, adjustment layers, cameras and lights; parenting, track mattes, all 38 blend modes, motion blur.
  • Keyframes that behave the same: linear, Bezier, hold, auto and continuous Bezier, roving keys, Easy Ease (F9), Keyframe Velocity and Interpolation dialogs, copy and paste at the current time, and a Graph Editor with value and speed graphs and draggable handles.
  • Time: time remapping, time stretch, time-reverse, freeze frame, work area, markers, exact frame-accurate timing at every frame rate including 29.97 drop-frame.
  • Shapes and masks: shape layers with trim paths, repeaters, round corners, offset, zig zag, twist, wiggle, merge paths and gradient strokes; masks drawn with the pen tool, with modes, feather, expansion and vertex editing in the viewer.
  • Text: point and paragraph text with real shaping in any font installed on your machine, the Character and Paragraph panels, and text animators with range selectors.
  • Expressions: JavaScript with the standard motion expressions model (wiggle, loopOut, thisComp.layer("…"), vector maths on arrays), an inline editor and the pick-whip.
  • Timeline like you know it: twirl layers open to Transform, masks, effects and the rest; drag rows to reorder layers; rename with Enter or a double-click; the property shortcuts (A, P, S, R, T, M, F, E, L, U and their double presses AA, PP, SS, RR, TT, MM, FF, EE, LL, UU), Shift to add properties, Alt+Shift+A/P/S/R/T to key the current time, Ctrl+` to twirl selected layers.
  • Puppet tools: Position, Advanced, Bend, Starch and Overlap pins on a mesh built from the layer, real-time pin recording, rotate/scale handles, pins driven by (or carrying) nulls for rigging, and follow-through for hair and cloth.

The Graph Editor showing an eased value curve for a text animator's Range Start, with the graph editor's button bar for hold, linear, auto Bezier and Easy Ease

Effects

308 built-in effects across its categories, each with its parameter names, order and defaults: blur and sharpen, channel, color correction (Curves, Levels, Hue/Saturation, a full color-grading panel…), distort (Warp, Bulge, Turbulent Displace, CC Power Pin…), generate (Fractal Noise, Gradient Ramp, Stroke, Write-on, Audio Spectrum…), keying, matte, noise and grain, perspective, simulation (CC Particle World, CC Rainfall, Shatter, Card Dance, Caustics, Wave World…), stylize (Glow, CC Glass…), time (Echo, Posterize Time, Timewarp, Time Displacement…), audio (Reverb, Parametric EQ, Delay, Stereo Mixer…), text, transitions, utility and expression controls. All nine Layer Styles (Drop Shadow, Inner/Outer Glow, Bevel and Emboss, Satin, overlays, Stroke) with Global Light. Preview plays audio in sync, with meters and waveforms.

A CC Particle World burst with Glow, and the Effect Controls panel listing the particle system's parameters

3D

Classic 3D compositing: 3D layers with orientation and material options, one- and two-node cameras with depth of field, lights (parallel, spot, point, ambient) with soft ray-traced shadows, layers that intersect correctly, orbit, pan and dolly camera tools, and Front, Top, Left and Custom views.

The 3D Showcase demo in Custom View 1: intersecting cards lit by a spot light with soft shadows on a gridded floor, with the camera frustum and light drawn as wireframes

Export

A dedicated Render Queue, with Render Settings and Output Modules: H.264 MP4 and ProRes MOV (Proxy to 4444 XQ with alpha) with audio, HEVC (Main / Main 10) and AV1 MP4, WebM (VP9 with inter frames and alpha, or AV1; Opus audio), PNG, JPEG, TIFF, Targa and 32-bit EXR sequences, animated GIF and WAV/AIFF. Field rendering with 3:2 pulldown, effect/solo/guide/depth overrides, crop, region of interest and resize, Render Settings and Output Module templates with defaults, post-render actions, storage overflow and render logs. The same queue runs from the command line. Every encoder is pure Rust (FilmCraft's H.264, ProRes and AAC; EffectCraft's own VP9, AV1, HEVC and Opus); there is no FFmpeg inside.

Lottie goes both ways: File ▸ Export ▸ Lottie JSON… writes a composition (precomps, shape, solid, image, text and null layers, eased and spatial keyframes, masks, track mattes, blend modes, time remapping, optionally expressions) as .json or .lottie, and lists anything Lottie cannot express; File ▸ Import ▸ Lottie… opens one as a new composition.

The Render Queue panel with two compositions queued

Built for agents

Engine commands are available through the CLI, JSON control channel and MCP. UI-only commands need the running app's frontend dispatcher: complete menu access requires the app's control channel or an attached MCP bridge. Headless MCP sessions expose supported engine commands, but not UI-only commands or bridge-only ui_* tools.

  • MCP server: effectcraft-cli mcp speaks the Model Context Protocol over stdio, headless or bridged to the running app (--bridge 9877). Tools cover commands, the project and property tree, keyframes and rendered frames. This repository ships a ready .mcp.json.
  • Command line: one-shot calls with JSON output, for example effectcraft-cli set Main '#1' transform/position '[100,360]' --time 0 main.ecproj --save or effectcraft-cli render --comp Main --out main.mp4, or effectcraft-cli exec file.exportLottie '{"comp":"Main","path":"main.json"}' main.ecproj.
  • Control channel: effectcraft --control 9877 accepts JSON lines to run commands, inspect and click any widget by its automation id, and take screenshots.

See docs/agents.md and docs/control-protocol.md.

Get started

Installers for each version are on the Releases page: a universal macOS app; Windows MSIs and portable zips for x64, x86 and ARM64; Linux AppImage, Flatpak, deb, rpm and tar.gz for x86_64 and aarch64, plus a riscv64 tar.gz; a FreeBSD x86_64 tarball; and the web build. Downloads lists every file. The Windows ARM64 build runs natively on Windows on ARM, without x64 emulation. CI installs that MSI on Windows 11 ARM64 hardware, checks both programs are ARM64 and runs the command-line tool there, but it doesn't open the app's window or run the test suite natively on ARM64 yet, so please report anything that behaves differently.

On Gentoo, the community ::snakebyte overlay packages the Linux release as media-video/effectcraft-bin (not maintained by the EffectCraft team):

eselect repository add snakebyte git https://github.com/switch87/snakebyte-overlay.git
emaint sync -r snakebyte
echo 'media-video/effectcraft-bin ~amd64' >> /etc/portage/package.accept_keywords/effectcraft
emerge --ask media-video/effectcraft-bin

To build it yourself you need Rust 1.95 or newer.

git clone https://github.com/storytold/effectcraft
cd effectcraft
cargo run --release -p effectcraft          # the app (add `-- --demo` to open the demo project)
cargo run --release -p effectcraft-cli -- render --out intro.mp4    # render the demo headless
cargo xtask web --serve 8765                # the browser build on http://127.0.0.1:8765/ (docs/web.md)

New to it? docs/footage.md covers importing footage and image sequences and Interpret Footage.

To work on it: cargo test --workspace, and cargo xtask ci before every commit (format, lints, tests, layering, asset attribution and the WebAssembly build). See CONTRIBUTING.md, docs/architecture.md and docs/testing.md.

Where it stands

EffectCraft is young: its first commit was on 1 October 2026. A comprehensive feature set exists, including 308 effects, but breadth is not the same as full maturity across every edge case. Today it's a good place to try things and to tell us what breaks. It isn't yet recommended for production client work. In particular:

  • Native project format. Projects are saved as .ecproj, readable versioned JSON. Proprietary project formats and After Effects SDK plug-ins are not supported.
  • Fidelity is still being refined. Automated rendering tests currently focus on small compositions, so please report visual discrepancies or unexpected behaviour.
  • macOS is the most tested platform. Linux and Windows users have hit basic interaction bugs, which we're fixing first.
  • The trained models are new. Roto Brush can use MobileSAM (an optional 40 MB download in Settings ▸ Roto Brush) and face tracking can use Google's MediaPipe Face Landmarker (an optional 3.8 MB download in Settings ▸ Face Tracking). Both are actively undergoing evaluation and tuning.

EffectCraft is in alpha: about 91% of the features tracked in docs/target-app-parity.md exist, and we estimate it is about 45% of the way to being ready for full professional production work. The ROADMAP has the plan, docs/target-app-parity.md the measurement and docs/gaps.md every known shortfall. The web build (docs/web.md) runs the full app in the browser. Bug reports are the most useful thing you can send us right now.

How it's made

  • Engine first. A stack of small crates with strict layering. The interface (egui) sits on top and nothing underneath depends on it.
  • Clean room. We work from public documentation and observable behavior, never from proprietary files, icons, presets or code. No code is copied from GPL projects. The full rules are in AGENTS.md.
  • Private by default. No telemetry, and no network access unless you ask for it.
  • One family. EffectCraft shares its time model and text engine design with FilmCraft, and gets its video and audio codecs from it.

Downloads

New to EffectCraft? Download it from the EffectCraft page on getartcraft.com. That's the easiest way to install it.

Want a specific build or format? On GitHub, the latest release has every build listed below, and all releases has earlier versions and their notes. <ver> in the file names is the version number, and SHA256SUMS.txt lists a checksum for every file.

Windows

Build Installer Portable
x64 (64-bit Intel/AMD) effectcraft-<ver>-windows-x64.msi effectcraft-<ver>-windows-x64-portable.zip
arm64 (Snapdragon and other ARM PCs) effectcraft-<ver>-windows-arm64.msi effectcraft-<ver>-windows-arm64-portable.zip
x86 (32-bit) effectcraft-<ver>-windows-x86.msi effectcraft-<ver>-windows-x86-portable.zip

Installers and executables are code-signed. The installer asks who to install EffectCraft for and where. By default it installs for your account only, into %LOCALAPPDATA%\Programs\ArtCraft\EffectCraft, without an administrator prompt; "Everyone on this computer" installs into C:\Program Files\ArtCraft\EffectCraft (Program Files (x86) for the 32-bit build). Later versions install into the same folder. To install silently into a folder of your choice: msiexec /i effectcraft-<ver>-windows-x64.msi /qn INSTALLFOLDER="D:\Apps\EffectCraft". A silent install is per-user by default. INSTALLFOLDER chooses the folder, not who it is installed for; add ALLUSERS=1, from an elevated terminal or deployment tool, for an all-users install.

macOS

Build File Notes
App, universal (Apple silicon + Intel) effectcraft-<ver>-macos-universal.dmg Signed and notarized
Command-line tool, universal effectcraft-cli-<ver>-macos-universal.zip Signed and notarized

Linux

Format x86_64 aarch64 (ARM64) Notes
AppImage effectcraft-<ver>-linux-x86_64.AppImage effectcraft-<ver>-linux-aarch64.AppImage Runs anywhere; updates itself with AppImageUpdate (.zsync files)
Flatpak effectcraft-<ver>-linux-x86_64.flatpak effectcraft-<ver>-linux-aarch64.flatpak Sandboxed; flatpak install --user <file>
Debian/Ubuntu effectcraft-<ver>-linux-x86_64.deb effectcraft-<ver>-linux-aarch64.deb
Fedora/RHEL/openSUSE effectcraft-<ver>-linux-x86_64.rpm effectcraft-<ver>-linux-aarch64.rpm
Tarball effectcraft-<ver>-linux-x86_64.tar.gz effectcraft-<ver>-linux-aarch64.tar.gz Unpack anywhere

RISC-V 64-bit: effectcraft-<ver>-linux-riscv64.tar.gz (tarball only; needs glibc 2.39+, e.g. Ubuntu 24.04+ or Debian 13+).

File drag-and-drop on Linux: The current eframe/winit 0.30 native Wayland backend does not deliver file-hover or file-drop events. On Hyprland and other native Wayland sessions, use File ▸ Import ▸ File… (which accepts multiple files), or start EffectCraft via XWayland if XWayland is installed and DISPLAY is set:

env -u WAYLAND_DISPLAY effectcraft

When the backend delivers events (X11/XWayland, Windows and macOS), dropping media anywhere in the window imports it, and a drop-target hint appears while hovering. On native Wayland the app cannot detect an attempt that generates no event; it shows a startup notice with the File ▸ Import fallback instead.

FreeBSD

Build File
x86_64 effectcraft-<ver>-freebsd-x86_64.tar.gz

Web (WebAssembly)

Build File Notes
Static site effectcraft-web-<ver>.zip Runs in a modern browser; host it on any static server

The Crafting Apps

EffectCraft is one of the Crafting Apps: free, open-source creative tools from the ArtCraft team, each written from scratch in Rust and each able to stand on its own.

App What it's for Code Learn more
PhotoCraft Image editing: layers, masks, type and real PSD files GitHub Website
VectorCraft Vector illustration GitHub Website
FilmCraft Video editing, color and sound GitHub Website
LightCraft Photo library and raw development GitHub Website
PdfCraft Reading, organizing and protecting PDFs GitHub Website
EffectCraft Motion graphics and visual effects GitHub Website
DesignCraft Page layout and publishing GitHub Website
FigCraft Interface design and prototyping GitHub Website
WordCraft Word processing and documents GitHub Website
SoundCraft Audio recording and editing GitHub Website
DeckCraft Presentations and slide decks GitHub Website
CADCraft Computer-aided design GitHub Website
GridCraft Spreadsheets and data GitHub Website
TextureCraft 3D texture painting GitHub Website
Craft Anything See how any software works, then build your own GitHub Website
SolidCraft Parametric 3D CAD by Tangency Labs (community app) GitHub

And ArtCraft itself, our AI image and video studio for artists who want real control.


Join the ArtCraft community on Discord

Come make things with us

Our Discord is where artists of every kind hang out: people who paint, shoot, draw, cut film, set type, and people still figuring out what they like to make. Share what you're working on, ask for help, tell us what's broken, or tell us what you wish these tools could do. Whatever your medium and however long you've been at it, you're welcome here.

discord.gg/artcraft · getartcraft.com · The Crafting Apps · EffectCraft

License and credits

EffectCraft is dual-licensed under MIT or Apache-2.0, at your option. Copyright (c) 2026 ArtCraft Team and the EffectCraft contributors. Required notices are in NOTICE.

Bundled fonts, icons, images and other assets keep their own open licenses; each one is listed with its author, source and license in ATTRIBUTION.md.

The ArtCraft name, wordmark and logos in docs/brand/ are trademarks of the ArtCraft Team and are not covered by this license. They may be used only unmodified, and only as part of this repository and EffectCraft, under docs/brand/LICENSE-brand.txt. Forks and modified versions must remove them.

ArtCraft
Made by the ArtCraft team and community.

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