![]() Right off the bat, you must import the videos you want to process, by dragging and dropping them on top of the app’s main window, or on top of the EditReady Dock icon.ĮditReady will display thumbnails for the included videos, but you can also play their content, and view some of the associated metadata. Versatile video converter tool featuring a well organized user interfaceįinding your way around the EditReady interface is quite intuitive, but the developers also provide a collection of video tutorials to help you get started. Keep the clunky version of AE/PP around while the new version is beta released and developers port their code over to OFX (unless it's somehow possible to make a compatibility layer and load old plugins (probably not worth it given the ancient convoluted design)).EditReady is a streamlined video transcoding tool that enables you to batch convert MXF or QuickTime files to editable formats that can be handled by professional applications, such as Apple ProRes, Avid DNxHD, Final Cut Pro, FCPX, Avid Media Composer, Adobe Premier Pro, or Apple iMovie. Maybe even switch over to OFX for plugins/extensions. It's kind of impressive they've kept it clunking along all these years, however they'd be better off (if they haven't already started) doing a from-scratch rewrite, just like Apple did with FCPX. Premiere and After Effects are at least 10 years past due for a complete rewrite. This is a joke, and explains why third party plugins for Premiere never ran anywhere near as fast as Adobe's internal plugins/effects. Yet once, focus on the example of GLator to get an idea how to do this (although there are a few somewhat more effective methods). T he main obstacle is to put your image of video uploaded to the GPU, so you must read each pixel of the AE pixel buffer, convert it to an OpenGL texture, transfer it to the GPU, then let the GPU do its magic and collated the rendering engine OpenGL renderbuffer pixel by pixel for the AE output buffer. The way preferred by most is probably (as I said above) using OpenGL and then compile GLSL shaders to run on the GPU. So yes, it is possible, but you should do all the work yourself, the SDK provides just an empty frame and you must code your own functions to interface to it. Don't forget the context between native AE and your own GL context switching. But you can of course create your own OpenGL context (preferably a window/renderbuffer hidden) and interface the GPU as you wish. There is however no GPU related example in the SDK, only a rudimentary and broken example for pipeline fixed simple integration of OpenGL (example of name "GLator"). (2) of course, a plugin can use the GPU - in this sense there is not much difference between a plugin and a standalone application. This is exactly what I'd found for plugin development for AE/PP: (bold emphasis mine): In 5 minutes of googling I found an example OFX plugin which does everything I had asked: processes everything from GPU RAM (no copies to CPU RAM and back), has complete examples for both OpenGL and CUDA, and the overall code is clean and relatively simple. All that was ever provided was a pointer to ancient/obsolete code which used OpenGL, and required copying the video frame from CPU RAM to GPU RAM and back (which makes the whole thing just about worthless). For years I had asked for example HW acceleration examples from Adobe which show a basic plugin which can directly access GPU memory, run GPU code, then store the result in GPU memory. ![]() Third-party developers can have empathy for Adobe's in-house developers who have to work on the core product: it's no wonder there are so many bugs and development progress is slow. ![]() This is pretty cool: the OFX plugin architecture used by Resolve (and other high-end tools) is relatively simple and clean (unlike Adobe AE/PP, which is a unfortunately a mess (at this point, disaster is perhaps a more accurate description)). Unfortunately my dongle isn't on me at the moment so can't test where I am! They say you should use the Pro version for 4K editing. ![]()
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