Skip navigation
This discussion is locked
Currently Being Moderated

Unexplained problem with PF_TRANSFER_RECT in Premiere

Jun 1, 2012 5:38 AM

Tags: #after_effects_api

This is cross-posted from After Effects SDK forum, since I could not get help there:

http://forums.adobe.com/message/4456832

 

I am trying to perform a simple operation using AE SDK for an effect in Premiere:

 

Create a new world (mask), fill it with color and alpha, and then blend it with a selected composite mode to the footage.

 

I have made it working in After Effects perfectly. It uses WorldTransformSuite1 transfer_rect, which is not supported by Premiere. However, its counterpart, PF_TRANSFER_RECT is supposedly supported.

 

The results in Premiere, regardless of whether it's YUV or RGB, are really almost random depending on the color that I select. Sometimes I get a blue cast all over the picture regardless of alpha channel, sometimes I get the alpha channel transferred, even though I have the rgb_only flag set to true, sometimes seemingly nothing happens at all.

 

The mask is drawn correctly. If I simply copy it to the output world, everything is fine. Clearly it is the PF_TRANSFER_RECT that is to blame for improper transfer.

 

Can somebody help me? I tried to debug this thing, but I can't seem to find any sense in the behavior.

 

The callout of PF_TRANSFER_RECT is pretty generic:

     ERR(PF_TRANSFER_RECT(                          in_data->quality,
                         PF_MF_Alpha_STRAIGHT,
                          in_data->field,
                          &output->extent_hint,          // rectangle
                          &mask,                    // source world
                          &composite_mode,          // comp mode
                          &mask_world,               // mask world
                          0,                         // dest_x
                          0,                         // dest_y
                          &temp) );                    //dst world

 

temp is already populated with &params[PLUGIN_LAYER]->u.ld

mask_world is defined as the mask world for mask and PF_MaskFlag_NONE flag.

 

I have been fighting with it for past week, and I am totally frustrated.

 
Replies
  • Currently Being Moderated
    Jun 1, 2012 3:40 PM   in reply to walczakb

    Hi walczakb,

     

    I've gone ahead and posted a response in your original AE SDK forum thread.

     

    Zac

     
    |
    Mark as:

More Like This

  • Retrieving data ...

Bookmarked By (0)

Answers + Points = Status

  • 10 points awarded for Correct Answers
  • 5 points awarded for Helpful Answers
  • 10,000+ points
  • 1,001-10,000 points
  • 501-1,000 points
  • 5-500 points