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Set after any command, and can be used during debugging. This is also a good way to implement nag messages for tryout versions. Note: Only set this flag if you need to; it drastically reduces caching efficiency.

As an example, color correction effects are typically pixel independent, distortions are not. It can provide dramatic performance improvements. This is of limited use; while saving an allocation, it invalidates some pipeline caching. After Effects will perform any required format conversion.

This is true if output at a given time depends on output from previous times. The filter can access parameters from that earlier time, and should cache them along with interim audio in sequence data. The filter can update its delay line using the parameters and the input audio. But those individual settings will not be honored unless the effect sets this bit. Otherwise, all parameter groups will be collapsed by default. Note: this flag can cause the size of the output buffer to change.

Set this flag if the effect can take pixels with zero alpha and reveal the RGB data in them like our Set Channels effect. This tells After Effects not to trim such pixels when determining the input for the effect. If your effect can reveal such pixels, tell AE not to throw away these RGB values by setting this flag.

If your effect does not always reveal such pixels, set this bit dynamically. To see if your effect needs this bit set, apply a mask significantly smaller than the layer to a solid, then apply the effect and set it to its alpha-modifying state.

If the rectangular bounding box of the mask becomes visible, this bit needs to be set. When set, all parameter checkouts are tracked so over-time dependencies are known by the host, and much more efficient. This is needed so After Effects knows to invalidate your output when a mask is modified that doesn’t appear to be referenced by your effect. One of the best aspects of the After Effects effect API is the parameter interpolation and management.

How much does the shutter angle change during one-fourth of a Not your problem; leave it to After Effects. You may have up to approximately 38 kajillion parameters, or as many as your users are willing to sift through before demanding a refund. Choose wisely. When used as effect parameters, these appear as a pull-down menu with which the user selects a layer within the current composition. The pull-down menu contents are generated by After Effects. NOTE: This is a reference to a layer which contains pixels and audio samples, not actual pixels and audio samples.

For many years, we promoted fixed sliders. Specify the UI decimal places independently. Specify a minimum and maximum value, and the user can move a slider or types a number to specify the setting. The point provides x and y values in destination layer space. New in td CS5. Dusty history lesson to follow: Prior to API specification version Specifying 50,50 in fixed point yields the center of the image. The value you are returned for a point control is in absolute pixels with some number of bits of fixed point accuracy.

Thus, if you gave 50,50 as the default position and the user applied the effect to a by layer, the default value you would be sent would be , in Fixed point. Plug-ins which specify API versions before These entries cannot be modified once the parameter is added. In PPro 8. One group can be nested within another. Each twirly can be spun open or closed by the user, or programatically by the effect.

The effect may choose to have certain groups initialized with the twirly spun open, and others with the twirly spun closed. A simple push button. Unsupported in Premiere Pro. A three-dimensional point. If so, did you convert your mins and maxs to reasonable fixed values? Even if the ECP UI indicates the value of the point parameter is 0,0 , the offset has already been factored in. The values in the params array are only valid during some selectors this is noted in the selector descriptions.

Only valid during drag not click! Can be changed during event handling. Yes, longer parameter names have been requested since After Effects 1. Think of adequately describing your world-altering effect in 31 mere characters as a language challenge, like haiku.

See Events for more details. You might want to do this to control something in your sequence data with a standard control. Or in your arb data, or custom UI in the comp window, or to group-set multiple other controls. Presumably, you are setting the value of the parameter through some other method e.

In AE, this doesn’t affect keyframe visibility in the timeline. In PPro it does remove the entire row, so you won’t see keyframes. Set this flag if you’d like a thick line above this parameter in the effect control window. This is provided so that parameters can be grouped visually, if needed without adding groups.

Display parameter as a radio-button group. Flags which may be set during events are noted. You can still use discontinuous hold interpolation. Useful for parameters which are either on or off. Accelerates rendering. See Parameter Supervision for more information.

This is useful for when you want a parameter to default to one value but need it set to something else to preserve rendering behavior for older projects. Indicates that a layer param is used as a track-matte with applied filters. Ignored in After Effects. After Effects uses this behavior internally when paint strokes are made, so as not to distract the user by revealing the parameter. However, in another case, when turning on Time Remapping, that parameter is revealed.

So we provide you the same control over parameters in your own effects. Normally effects cannot alter input image data; only output. Do not access directly; use the accessor macros. Image data in After Effects is always organized in sequential words each containing Alpha, Red, Green, Blue from the low byte to the high byte.

The block of pixels contains height lines each with width pixels followed by some bytes of padding. The width pixels times four, because each pixel is four bytes long plus optional extra padding adds up to rowbytes bytes. Use this value to traverse the image data. Platform-specific padding at the end of rows makes it unwise to traverse the entire buffer.

Instead, find the beginning of each row using height and rowbytes. NOTE: This value does not vary based on whether field rendering is active. NOTE: Input and output worlds with the same dimensions can use different rowbytes values. This defines the area which needs to be output. If your plug-in varies with extent like a diffusion dither , ignore this and render the full frame each time.

Platform-specific reference information. On Windows, this contains an opaque value. Patience, my pet. The output buffer will have larger rowbytes than the input though it will still have the same logical size. Effects will never receive input and output worlds with differing bit depths, nor will they receive worlds with higher bit depth than they have claimed to be able to handle.

It is, emphatically, not safe to simply cast pointers of one type into another! To make it work at all requires a cast, and there’s nothing that prevents you from casting it incorrectly. The returned pixel pointer will be NULL if the world is not bpc.

The returned pixel pointer will be NULL if the world is not 8- bpc. Plug-ins must pass all errors back to After Effects. Note that RAM preview will cause this condition, so After Effects will be expecting to receive this error from your plug-in. Out-of-memory errors are never reported by After Effects. Error reporting is always suppressed during RAM preview, and when After Effects is running in – noui mode. Doing so will enter your error into the render log, and prevent system hangs in renders driven by a render engine or scripting.

Now you have a basic understanding of effect plug-ins, and are ready to start experimenting with some real code. Go ahead and get started! After getting the basics of your plug-in setup, you may have some questions about reuseable code, advanced functionality, and how to optimize your code to make it faster. To this end, After Effects exposes a tremendous amount of its internal functionality via function suites.

By relying on After Effects code for utility functions, you should be able to get your image processing algorithms implemented quickly. This will discussed in the next chapter. Not every section will be relevant to every plug-in, so feel free to use the PDF document bookmarks to skip to the sections pertinent to your current project.

Use our function suites and callbacks to obtain the value of parameters including source footage at different times. Use our memory allocation suite to avoid competing with the host for resources. Use our image processing suites to copy, fill, blend and convolve images, and convert between color spaces. Obtain information about the masks applied to a layer. ANSI emulation and math utility suites are also provided, as well as information about the application, user, serial number, and current drawing context.

Previous versions of After Effects have provided functions for many common tasks. As we moved to support deeper color, these were moved to function suites. Use the newer function suites whenever possible; things will just be better. Using our function suites keeps your plug-in compact; you write and test less code. The functions are tested, optimized, and used by our own plug-ins. The functions are distributed to multiple processors and take advantage of available hardware acceleration.

No, really, use the provided functions. Though each new version of a suite supercedes the old one, feel free to acquire multiple versions of the same suite; we never remove or alter previously shipped suites. Note that support for these suites in other hosts of After Effects plug-ins is a maze of twisty caves and passages, all alike. For small allocations, you can use new and delete, but this is the exception, not the rule.

By using our memory allocation functions, After Effects can know when to free cached images, to avoid memory swapping. Failing to use our functions for sizable allocations can cause lock-ups, crashes, and tech support calls. Instead provide an allocator as part of the template definition. After Effects will also manage progress reporting and user cancellation automatically. Make sure the pixel processing functions you pass to these iterator callbacks are re- entrant.

You give a refcon, and the function is invoked with that refcon, plus the x and y coordinates of the current pixel, plus pointers to that pixel in the source and destination images. If you pass a NULL source, it will iterate over the dst. This function is quality independent. The image may be subset to different CPUs, so consider all the parameters except dst to be read-only while After Effects is processing. Only call abort and progress functions from thread index 0.

Note: You can iterate over more than pixels. Internally, we use it for row- based image processing, and for once-per-entity updates of complex sequence data. Do not use if the source is the destination. Describe the convolution using kernel flags. The matrices pointer points to a matrix array used for motion-blur. When is a transform not a transform?

These matrices can be in any format. The kernel flags describe how the matrices should be created and used. OR together any flags you need. The first entry in the left column is always the default and has value 0. If the rect is null, it fills the entire image. Quality independent. Nearest neighbor sampling is used in low quality. Because the sampling routine, if used, will typically be called many times, it is convenient to copy the function pointer out to the callbacks structure and into a register or onto the stack to speed up your inner loop.

See the sample code for an example. NOTE: The sampling assumes that 0,0 is the center of the top left pixel.

Because of overflow issues, this can only average a maximum of a x pixel area i. NOTE: the sampling radius must be at least one in both x and y. We give function pointers to a large number of math functions trig functions, square root, logs, etc.

All functions return a double. See how stringent we are about deprecating macro usage? Returns non-zero if you should suspend or abort your current processing; return that value to After Effects. Call once per scanline, unless your effect is very slow.

After Effects makes caching decisions based on the checkout state of parameters. Masks are not included with checked- out layers. Do not check out layer parameters during UI event handling. If you ask for the time that references the upper field, you will receive back the upper field with a filter used to generate the extra scanlines. For example, assuming line 0 and 2 are upper fields, and line 1 is a lower field, if you check out the upper fields, line 0 and 2 will be passed back directly from the source footage, and line 1 will be calculated by averaging lines 0 and 2.

What happens when checking out a layer at a time that is not frame-aligned? All items have essentially infinite time resolution, so when asking for a time at any value, AE renders the item at that time. For a composition, that involves interpolating all of the keyframes values to the subframe time. For footage, AE returns a full image that corresponds to the time asked, which is the nearest-to-left frame. If the user has frame-blending on that layer, an interpolated frame is generated.

Not doing so causes dismal performance and leaks memory. See Events. After Effects will perform any necessary resampling. This callback is for visual effects that read audio information. To alter audio, write an audio filter. The output from effect[n-1] is the input param[0] of effect[n]. However, when a SmartFX effect checks out its input parameter params[0] , previous effects are applied.

A 10fps layer checked out in a 30fps composition will only need to be refreshed every third frame. Consider an instance where the Checkout sample plug-in is applied to a layer in composition B, and B is pre-composed into composition A where Checkout is applied to it as well.

Presto, recursion! Even different layer parameters can have different pixel aspect ratios! Point parameters are given to the effect scaled for downsample factor and pixel aspect ratio; they are in the coordinate system of the input buffer.

But effects that use absolute pixel measurements or geometry must take a deeper look at the relationship between the input buffer and the final rendered image. The final rendered image can be stretched or squashed horizontally, relative to the pixels your effect processes.

Circles will appear as ellipses, squares as rectangles. The distance between two points varies based on their angle in this coordinate system; anything rotated in this system is skewed, in the final output.

This means that any slider which defines a size in pixels will be a problem when the image is rendered downsampled; the width of anti-aliasing filters changes based on downsample factor. Sometimes these issues aren’t a problem. Any effect that colors pixels based solely on a linear function of the x and y coordinates need not bother with pixel aspect ratio and downsample factor at all. Staying in the input coordinate space is an option, though you must account for pixel aspect ratio and downsample factor elsewhere.

Suppose you’re writing a particle system effect that sprays textured sprites from a source position defined by an effect control point. Using pixel coordinates to represent the particle positions seems fine as long as the particles don’t have to rotate around a point , but when you go to actually render the particle textures, you’ll have to scale them by pixel aspect ratio and downsample factor. If an effect already has coordinate transformation machinery in its pipeline, there’s an alternative that’s often simpler.

Many algorithms require some sort of coordinate transformation; using matrices to set up a transformation, for example. But there are other easily adaptable algorithms, for example a texture generation effect that computes the value of each pixel based solely on its position. In this case, the code must take the raw pixel position and account for pixel aspect ratio and downsample factor.

Since point parameters are always reported in input buffer coordinates, convert them to full-resolution square coordinates before use. With this approach you don’t need to worry about sliders which define a size in pixels; just interpret them as defining size in full-resolution vertical pixels. Note that you’re not actually dealing with pixels in this stage; you’re just manipulating coordinates or coordinate transformations.

Do this as late as possible, so as little code as possible needs to deal with this non-square space. If you’re using matrices, this would be a final output transformation. For an effect which renders something based on the coordinate of each pixel, iterate over the output pixels and convert pixel coordinates to square coordinates before doing any processing for that pixel. This may seem like extra work, but most reasonably complex effects like this have a coordinate transformation step anyway; and if they don’t, they still need one to handle pixel aspect ratio and downsample factor correctly.

Use an anamorphic pixel aspect ratio composition to track down bugs in pixel aspect ratio handling it really makes them obvious , and be sure to test with different horizontal and vertical downsample factors. Check for zero before dividing. Subscribe to: Post Comments Atom. Find Us On Facebook.

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Sharpen your skills and master new tools with a rich library of training videos. This eases roundtripping between the programs and opens up many creative possibilities. Keep the details when separating complex facets such as frizzy hair or motion-blurred edges from complex backgrounds. This means you can create natural-looking composites without specially shot footage.

It also now has much-requested Track Optimization, so you can refine tracking points over time. With Global Performance Cache, your previews are saved and ready when you are, even if you close a project and open it later. Duplicate compositions and undo edits without waiting for After Effects to catch up. Optimized and accelerated Inspiration does not like to wait. Uninterrupted preview keeps up with your creativity. Track faces with greater accuracy – The Face Tracker makes it easy to apply effects to select areas of faces.

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