Renders run 8 frames past the cut at each end. Directors were flagging
glitches in unfixed handles as shot problems, so the player now marks
them — without trimming or burning anything into the EXRs/MOV/MP4.
- Version.handleHead/handleTail/pictureStartFrame, Export.handleHead/
handleTail; migration backfills pipeline exports and their preview
versions from the manifest's handleFrames (else 8)
- AE panel: "Includes handles [8] frames each end" -> manifest.review;
older manifests fall back to source.handleFrames
- finalize copies handles onto the Version; worker 1.6.4 reports the
head slate length (pictureStartSeconds), else the player infers it
as MP4 frames - EXR frameCount
- Player: hatched HANDLE / SLATE regions and cut marks on the timeline,
"HEAD/TAIL HANDLE · NOT IN EDIT" overlay on handle frames, HANDLE badge
on notes, "Edit range only" toggle (default on in the client portal)
- Staff Handles editor on the review page for manual uploads/corrections
Also fixes two player bugs found while testing: timeToFrame floored
float error (every seek landed a frame early), and J/reverse never ran
(the keyboard effect's cleanup stopped it on the next render).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Blender 5 logs through CLOG, prefixing every line with elapsed time and a
category ("00:02.954 render | Saved: '...'"), and reports errors as
"ERROR ..." instead of "Error: ...". The parser anchored on "Saved:" at the
start of the line, so it counted no frames from a render that wrote all of
them and the job failed as "saved no frames". Progress (Fra:) and error
detection were dead on 5.x for the same reason.
The prefix is now stripped before matching; 4.x output parses as before.
Warnings no longer count as errors: add-ons print them on every launch and
one would otherwise be reported as the reason a render failed. A run that
saves nothing now reports Blender's own error when there is one.
Verified on the real DH2 test.blend under Blender 5.2: the 1.6.2 parser
counts 0 of 3 saved frames, this one counts 3.
Bump worker to 1.6.3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
LogTail was read by the progress loop while the output pumps appended to
it. Blender rewrites its status line many times a second, so the first
progress report of every job threw; aerender hit the same race only rarely.
LogTail now locks internally.
The exception also escaped BlenderRunner without ending the process, leaving
blender.exe rendering unsupervised on the node on every failed attempt. Any
unexpected exception in the monitor loop now kills the process tree.
Bump worker to 1.6.2.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The version is what a machine reports on startup, so it has to move for the
Machines page to show which nodes are still clearing the preview MOV out of
the version folder.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A formal review is shared as a flat, dated folder of the preview MOVs —
{deliveryRoot}/PRODUCER_REVIEWS/20260828_Producer_review, then _02, _03
for further reviews the same day. It reuses the delivery package's
machinery end to end: DeliveryPackage/DeliveryItem, the DELIVERY_BUILD
job, the same claim path and the same hardlink-or-copy builder, with
DeliveryPackage.kind telling the two apart.
Three things separate a review from a delivery:
A review never advances an Export. Reviews happen throughout a shot's
life, long before QC passes it, and the same version is routinely shown
twice — so nothing is marked PACKAGED, and markDelivered() refuses a
review package outright (the button is hidden too).
Selection is by shot, not by export. Shot Status → Bulk Actions → Build
MOV Review Package; the server resolves each shot to its newest export
that actually has a deliveryMovPath, which is not always its newest
export — a shot whose latest version is still rendering belongs in the
review as the version that can be watched. Shots with no MOV at all are
listed in the confirm dialog with the reason rather than silently
shrinking the folder.
The folder is exactly the MOVs. No CSV, no manifest.json written beside
them; the manifest still returns to the server, so the record of what was
shared is kept without cluttering the share. Names follow the same
client-naming rule as a delivery, so a shot reads identically in a review
folder and in the delivery that follows it.
Verification (DeliveryStage.BuildReviewItem) is proportional as it is for
EXRs, adapted to a single file with no validation-time digest: a hard
link is the source and needs nothing, a copy is checked against its
source by length always and by full hash under "always-hash". A missing
MOV fails the item here — in an EXR delivery the MOV is a viewing copy
beside the real deliverable, but in a review it is the deliverable, and a
review folder quietly one shot short is worse than one that says so.
Worker bumped to 1.6.0 for the new manifest field (DeliveryManifest.Kind).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ffmpeg was started with stdout and stderr redirected and neither pipe ever
read. Windows gives an anonymous pipe a ~4 KB buffer, which ffmpeg's banner
and stream summary exceed on their own, so it blocked forever on the write,
never exited, and the two-minute cap fired:
TaskCanceledException at Process.WaitForExitAsync
Preview complete for job ... in 221s (mov + mp4)
The exception was swallowed as "non-fatal", so every preview silently
produced no thumbnail while paying 120s for the privilege. Nothing
downstream was wrong — there was simply never a thumbnail to promote.
Both pipes are now drained concurrently before the wait. A timeout kills the
process tree rather than leaking an ffmpeg per job, and attempts report a
three-way outcome so a hung or unstartable ffmpeg is not retried — without
that, the slate fallback would have doubled the wasted time to four minutes.
Failures are no longer silent: an unset or missing ffmpegPath, the seek that
was chosen, and ffmpeg's own exit code, command and stderr are all logged.
finalizePreview likewise records every promotion outcome on the export
timeline, not just success. Silence there was indistinguishable from a broken
worker, a project whose flag never saved, and the feature working as
configured — which is what made this take so long to find.
Adds scripts/diagnose-thumbnails.mjs, which walks the chain (ffmpeg →
Export.thumbnailKey → project flag → Shot.generatedThumbnailUrl → what the UI
resolves) and names the first broken link.
Worker 1.5.1 -> 1.5.2; republish required for the fix to take effect.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Blender renders failed with "produced no output for 600s" on every
attempt while rendering perfectly well.
Two causes, both mine. BeginOutputReadLine raises an event per newline,
and Blender writes its render status with a carriage return so it
overwrites one line in place — a frame taking longer than the stall
timeout emits no newline for its whole duration. stdout is now read as a
character stream with CR and LF both ending a line.
The watchdog was also stricter than its own message: it only accepted a
recognised Fra:/Saved: line as a sign of life, so any output we were not
parsing counted as silence. Any output now proves Blender is alive, which
is what "produced no output" is asking; finished frames still drive
progress, since a single frame emits hundreds of status updates.
Also passes -noaudio: a render node has no sound device, and initialising
audio under a session-less service account is a known way to hang.
Covered by tests over a realistic stdout chunk where progress is
CR-separated and only the saved lines end in LF — newline-only splitting
yields one unusable blob and no progress at all.
Worker 1.5.1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Blender work is not a shot submission: no Export, no version, no
validation, QC or delivery. It is "Ctrl+F12, but on the farm", so it is
modelled as what it is — a queue entry and nothing more.
That turned out to need very little. Claim, progress, fail and
complete-render already tolerated a job with no Export behind them, so a
Blender job reuses the whole lifecycle; RenderJob gains projectId, label
and submittedBy so a job with no shot code still has something to show.
Capability gating is new and was already missing: the claim now filters
job types by the machine's reported tools. Without it a workstation
without Blender would claim Blender work and fail it repeatedly, burning
the attempts while a machine that could have rendered it sat idle. The
worker asks for Blender jobs unconditionally and the server refuses them
— trusting the worker to self-select would have left the same hole.
The runner treats a clean exit with no saved frames as a failure:
Blender exits 0 when a frame range is empty or an output path is
unwritable, and a job that silently rendered nothing is the worst
outcome available.
Standalone jobs auto-requeue on a transient failure like any other work;
delivery builds are deliberately excluded, since a half-written package
wants a human first.
Adds the Blender add-on (BlenderPanel/) and its docs. The add-on refuses
to submit an unsaved file — the farm opens the .blend from disk, so
unsaved changes would render the previous state without warning. Its
payload is pinned by a contract test, since add-on and server only ever
meet over JSON.
Worker 1.5.0. Adds migration 20260815000000_blender_render_jobs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Shot.fps existed, the lookup API returned it, and one button honoured it
— Set Start Timecode — while the shot builder ignored it entirely. Comps
were created at 24 and every plate conformed to 24.
DH2 is a 25 fps show. Its plates carry framesPerSecond 25/1, so comps
built at 24 conform every plate to the wrong speed and compute every
frame-from-timecode sum against the wrong rate.
The builder now takes the rate from the shot record, which is the show's
delivery rate and therefore the authority; a plate's own rate is whatever
happens to be on disk. Import Renders follows the comp it imports into,
and Import EXR follows the shot.
Validation gains plate_fps, comparing the render against the timing
plate. timecode_fps only compares the render to its manifest and both
come from the comp, so a shot built at the wrong rate agrees with itself
and passes; the plate is the independent witness. It is a WARN, never a
FAIL: sampling DH2 found one plate at 50 fps against a 25 fps show, a
deliberate over-crank, so a whole-number multiple is reported as exactly
that and anything else as a probable rate mistake.
Note this does not fix the data: all 175 DH2 shots still carry fps 24
from the create-time default and need correcting before their comps are
rebuilt.
Panel 2.4.0, worker 1.4.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A 25-shot episode took about an hour to package when the linking itself
is instant. All of it was verification: every delivered file was read
back and hashed, and at ~100 MB/s over SMB one 2.8 GB shot costs 30 s.
Re-hashing a hard link cannot disagree with validation. The entry is a
second name for the same data, so it re-reads the exact bytes that were
already hashed — half an hour per episode to prove something that cannot
be false. Verification is now proportional to what was actually done:
copies are read back in full, links carry over the validation-time digest.
Linking has one gap hashing covered incidentally: a source changed after
it passed QC, which a link would carry faithfully. Source timestamps are
now checked against the export's validation time, which costs a stat per
file rather than a full read.
"verifyMode": "always-hash" restores unconditional read-back for a
production that requires it.
Worker 1.3.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
UNG_110_030_010 v002 failed with a 461614-frame offset on a render whose
timecode was correct. Two causes, both in how the plate reference was
recorded.
The comp held three same-length elements and the timing plate was picked
by duration alone, so a PRERENDER won on layer order. Using a pre-render
as the timecode reference is circular anyway: it was rendered from this
comp, so it can only ever agree with it — including when both are wrong.
Only footage under the Footage Root is now eligible; among those, longest
still wins.
The offset itself came from the plate's frameStart. AE writes renders as
"..._PRERENDER_01001.exr" while delivered plates use "....01001.exr", and
the parser only handled the dot form, so the number fell back to the
comp's frame range — 462615 against a render numbered from 1001. Both
separators now parse, and an unparseable name omits the field rather than
filling it with a number from the wrong coordinate system.
Verified against the real manifest: the BG01 plate is now chosen over
both pre-renders, and all three filenames parse to 1001.
Panel 2.2.1, worker 1.2.1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The preview manifest now carries the show name, taken from the project's
name rather than its code — a slate is read by a human, so "Ungovernable"
beats "UNG_S1".
Both the worker's headless build and the panel's own preview set it, so a
farm-generated preview and an artist-built one still match. The panel
writes it whenever it touches an overlay, not only when building a
preview, so existing comps pick it up on the next Add Overlay.
The slate's other properties are title case ("Date", "Scene") while the
overlay's are upper ("DATE", "SHOT NAME"), so both spellings of SHOW are
attempted; a template exposing neither reports its actual property names
as a build warning rather than failing silently, matching how the VFX
Scope and Submission Note fields already behave.
Panel 2.2.0, worker 1.2.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The .NET 10 SDK cleans the publish directory, and an incremental build
then skips copying content into it — so a second publish produced a
package with the exe but no scripts\vfxr_build_preview.jsx. The exe loads
that script from its own folder at runtime, so the package would have
installed cleanly and failed every preview job.
The Content item now sets CopyToPublishDirectory explicitly
(CopyToOutputDirectory only governs the build folder), and publish.ps1
copies the script itself rather than trusting the SDK, keeping the
existing verification as the backstop that caught this.
Verified by publishing twice in a row: the incremental second run, which
previously failed, now produces a complete package and zip.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"What is running where" was answerable only by asking someone. Each tool
now reports its own version on startup into a ToolVersion registry, shown
on Pipeline → Machines.
The worker's version moves out of config.json and into the assembly:
a hand-maintained string on each machine is exactly the thing that goes
stale, and a machine reporting a version it is not running is worse than
no version at all. publish.ps1 stamps the git SHA via SourceRevisionId,
so a deployed exe traces back to a commit (1.1.0+feb1c7b).
The panel gains PANEL_VERSION, shown in its title and every diagnostics
report, and pings on load.
Staleness is derived rather than declared: the newest version seen for a
tool is the benchmark, so updating one machine is what flags the rest.
There is no expected-version list to keep in sync — which would have been
one more thing to forget.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
One "Queue Export" click now renders the EXR sequence, then rebuilds the shot
headlessly with the studio slate/overlay template to produce the delivery MOV
and review MP4. Implements RenderPipeline2 phases 1-2 plus the preview stage.
Server:
- New models Export, RenderJob, ExportEvent, Machine, WorkerHeartbeat, plus
Project.deliveryConfig and per-submission slate fields (Export.vfxScope,
Export.submissionNote, inherited from the shot's previous export).
Both migrations are purely additive; no existing column is touched.
- lib/render-pipeline: server-enforced state machine, transactional version
increment with supersede, atomic FOR UPDATE SKIP LOCKED claim gated by
machine availability windows, and a lease reaper run from instrumentation.ts.
- /api/ext/* endpoints for the panel and workers; session-auth mirrors under
/api/render and /api/machines for the web UI.
- Pipeline pages: render queue, export detail, machine monitoring, plus an
Exports tab on shot detail.
RenderWorker (.NET 8 Windows service, new):
- Registration, heartbeat as cancel channel, claim loop, aerender runner with
progress parsing and stall watchdog, crash recovery and disk-spooled
reporting that survives server downtime.
- Preview stage: headless AE assembles the preview comp into a throwaway AEP
with both output modules queued, then a single aerender pass renders them.
Preview jobs are not claimed while an interactive AE session is open, so an
artist's project is never taken over.
AE panel: Queue Export with live status polling, urgent flag, retry, and the
VFX Scope / Submission Note fields. Every existing panel action is unchanged.
Preview chaining ships disabled behind SystemConfig preview.enabled.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>