Completes RenderPipeline2 phases 3-5. Additive throughout: with validation.enabled=false the pipeline behaves exactly as before. Validation (§8) runs on the worker straight after a render, while it still holds the job and the files are local. Everything is read from the EXR header — one 64 KB read per sampled frame, no pixel decode — so the engine needs no oiiotool. The render job deliberately stays open through the stage, so a worker that dies there is reaped and retried instead of stranding the export in VALIDATING. Timecode is the primary check and is anchored on the plate, never the API: measured on the live show, Shot.timecodeStart is the editorial in-point and sits one handle-length (8f) ahead of the plate, so checking against it would pass the defective exports and fail the correct ones. Reference precedence is manifest timing plate -> plate found on disk -> API value, and the API rank is WARN-only. The panel now resolves plate provenance by walking the comp's own footage layers, so the worker never guesses which element carries the comp's timing. Verified against real studio renders via the new --validate mode: it catches both defect classes seen in shipped work — the +8 handle offset and frame-derived timecode (00:00:41:17 = frame 1001 at 24fps). QC (§10) is one service behind two front doors, API-key for the panel and session for the web. PASS means ready to upload and nothing else; FAIL sets the comp task to CHANGES. The panel gains a QC section that imports the real EXR sequence at full res rather than the H.264. Delivery (§11) rides the existing queue as a DELIVERY_BUILD job: hard links with a copy fallback, verification by re-hashing delivered bytes against the validation-time digest, manifest.json and the CSV report. fsutil hardlink list is unavailable over SMB, so link identity is never queried — reading the bytes back covers links and copies alike. Also fixes ApiClient.ProgressAsync throwing on transport failure, which would have aborted work in flight during a brief server outage; progress reporting is best-effort by contract. Removes the stale RenderWorker/ rule from the root .gitignore. The worker's source is tracked like the rest of the repo and its own .gitignore already covers bin/, obj/ and publish/; the rule silently excluded new files while the existing 20 stayed tracked. Not yet applied: migration 20260813000000 was hand-written because the dev database was unavailable — run prisma migrate deploy and verify before relying on it. None of this has run against a live server. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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VFXReview Connector
A dockable ScriptUI panel for Adobe After Effects 2024+ that integrates with the VFXReview platform to streamline shot management, render queuing, and workspace setup for VFX production pipelines.
Configuration
Settings are stored per-machine via the ⚙ Settings button in the panel (persisted in After Effects' built-in preferences — no need to edit the JSX file).
| Setting | Purpose |
|---|---|
| Server URL | Base URL of the VFXReview server (e.g. https://review.twotalesvfx.com) |
| API Token | Bearer token matching API_SECRET_KEY in the server .env |
| Export Root | Local path where renders and deliverables are written |
| Footage Root | Local path where EXR plate folders are read from |
| Banner Path | Path to the panel banner image |
| Artist Email | Used for render attribution in the pipeline |
| Handle Frames | Plate handle frames prepended before the shot's source TC in-point (default: 8) |
Pipeline Folder Structure
Export Root
All outputs from the connector are written under <Export Root>/{SHOW_ID}/ (e.g. V:/_EXPORTS). The show ID is appended automatically from the selected project — configure exportRoot as the bare root without a show ID.
<Export Root>/
└── {SHOW_ID}/ # e.g. UNG/
├── {SHOT_CODE}/ # e.g. UNG_108_001_010/
│ ├── {shot}_cmp_TT_{ver}.[#####].exr # Queue EXR / Queue EXR (Review)
│ └── {shot}_cmp_TT_{ver}.mp4 / .mov # Queue MP4 / Queue MOV
│
├── DELIVERY/
│ └── {EPISODE_OR_SCENE}/ # e.g. UNG_108/
│ └── {YYYYMMDD}_Delivery/
│ └── {SHOT_CODE}/
│ └── {shot}_cmp_TT_{ver}.[#####].exr
│
└── (render farm outputs — managed by the server)
└── {PROJECT_CODE}/{EPISODE}/{SHOT_CODE}/{ver}/
└── {shot}_cmp_TT_{ver}.[#####].exr
Version naming: {SHOT_CODE}_cmp_TT_{version} — e.g. UNG_108_001_010_cmp_TT_v003.[01001].exr
Versions are set manually via Increment Shot Version or the shot detail page. Queuing a render does not auto-increment the version.
Footage Root
Source EXR plates are read from <Footage Root>/{SHOW_ID}/. Configure footageRoot as the bare root (e.g. V:/_FOOTAGE).
<Footage Root>/
└── {SHOW_ID}/ # e.g. UNG/ or DH2_VFX/
├── {EPISODE_CODE}/ # episodic only: e.g. UNG_108/
│ └── {SHOT_CODE}/ # standard layout: plates grouped per shot
│ └── {SHOT_CODE}_{ELEM}_{VER}/
│ └── *.exr
│
└── _PICLOCKS/
└── {EPISODE_CODE}_*.mov # matched by episode prefix
Scenes are not folders. Standard projects have no level between the show folder and the shot folder — the scene picker filters the shot list only.
Two layouts are supported, and neither is migrated. The connector prefers the
grouped layout above; where a {SHOT_CODE}/ folder does not exist it falls back
to scanning the parent for folders named {SHOT_CODE}_* (the original UNG
layout, where plates sit directly in the episode folder). All matching folders
are imported as separate footage layers. If a {SHOT_CODE}/ folder exists but
holds no plate subfolders, that is reported as no footage — the fallback scan is
not attempted, so stray plate folders sitting beside the shot cannot be picked up
as its footage. Underscore-prefixed folders (_ARCHIVE, _GFX, _PULLS, …) are
never treated as shots or plates.
Episodic vs. Standard productions
| Episodic | Standard | |
|---|---|---|
| Shot code format | {SHOW}_{EP}_{SCENE}_{NUM} |
{SHOW}_{SCENE}_{NUM} |
| Shot Builder | Episode dropdown → Shot dropdown | Scene dropdown → Shot dropdown |
| Footage path | {footageRoot}/{showId}/{EPISODE}/ |
{footageRoot}/{showId}/{SCENE}/ |
| Export path | {exportRoot}/{showId}/{SHOT_CODE}/ |
same |
| Delivery subfolder | DELIVERY/{EPISODE}/… |
DELIVERY/{SCENE}/… |
Migrating an existing project (e.g. UNG)
If you previously set exportRoot = V:/_EXPORTS/UNG, update it to V:/_EXPORTS. The code now appends /{showId}/ automatically, so V:/_EXPORTS/UNG/… is still produced — no files need to move.
Same applies to footageRoot: change V:/_FOOTAGE/UNG → V:/_FOOTAGE.
New production checklist
- Create
<Footage Root>/{SHOW_ID}/[{EPISODE_CODE}/]{SHOT_CODE}/— episode level for episodic shows only, never a scene level — and place each plate in its own{SHOT_CODE}_{ELEM}_{VER}/folder inside it. <Export Root>/{SHOW_ID}/is created automatically on first render.- Add the project to the VFXReview server with the correct Show ID set.
- Open the panel in After Effects, click ⚙, enter the Server URL, API Token, bare
exportRoot, and barefootageRoot, then click Save. - The Project dropdown will populate automatically. Select the production and the episode/scene list will load.
| Variable | Default | Description |
|---|---|---|
TOKEN |
am3O0PWU… |
Bearer token used to authenticate all API requests |
BASE_URL |
https://review.twotalesvfx.com |
Base URL of the VFXReview platform |
PROJECT_CODE |
UNG_S1 |
Project identifier used in all API endpoints |
EXPORT_ROOT |
V:/_EXPORTS/UNG |
Root path where rendered outputs are written |
FOOTAGE_ROOT |
V:/_FOOTAGE/UNG |
Root path where source EXR footage sequences live |
BANNER_IMAGE_PATH |
V:/VFXReviewConnector/banner.png |
Optional banner image displayed at the top of the panel |
Panel Layout
The panel is divided into seven sections:
- Shot Builder — Episode/shot selection and comp creation
- Render Pipeline — Queue Export, status polling, retry, regenerate previews
- QC — Technical QC queue for rendered exports
- Actions — Per-shot and batch operations
- Workspace — One-time project initialisation
- Color Space — OCIO effect management
- Status — Live feedback, plus Diagnostics and the last report
Shot Builder
Episode Dropdown
Populated automatically on panel load by calling GET /api/ext/projects/{PROJECT_CODE}/episodes. Each item stores the episode label (e.g. UNG_106) and the raw API episode value used for subsequent shot queries.
Shot Dropdown
Populated when an episode is selected by calling GET /api/ext/projects/{PROJECT_CODE}/shots?episode={value}. Displays shot codes (e.g. UNG_106_010_020).
Build Shot
Constructs a full shot composite in the open AE project from the episode and shot selected in the dropdowns.
Process:
- Calls the shot lookup API to retrieve metadata (description, notes, episode, scene, etc.).
- If a comp with the shot code already exists, updates its overlay instead of rebuilding.
- Scans
FOOTAGE_ROOT/{episodeCode}/for subfolders matching{shotCode}_*and imports each as an EXR image sequence at 24 fps. - Creates a
{shotCode}_FOOTAGEprecomp containing all imported sequences, each with an OCIO Color Space Transform effect added (disabled by default). - Creates the main
{shotCode}comp and places the footage precomp inside it. - If a
_SHOW LUTcomp exists in the project, adds it as a collapsed layer on top. - Calls Add Overlay logic to attach the
UNG_VFX_OVERLAYcomp. - Organises items into
__SHOTS/{episodeCode},_FOOTAGE_4K, and_PRECOMPSproject folders.
If any step fails, the status line names the stage and a copyable report opens — see Diagnostics and logging.
QC
Technical QC on the rendered EXRs, not the H.264 preview — the point is catching mask slips, export glitches and metadata faults at full resolution. QC is per-export: a new export always needs new QC.
| Control | Behaviour |
|---|---|
| Load QC Queue | Lists every export in READY_FOR_QC for the selected project, oldest first. Entries flagged with a warning count had a non-blocking validation warning worth a closer look. |
| Open Render (or double-click) | Imports that export's actual EXR sequence into a QC_{shot}_{version} comp at full res and opens it. Re-selecting an already-imported shot just reopens the comp. |
| Notes | Sent with the decision. Optional on pass; a fail with no notes asks for confirmation, because the artist only sees what you write here. |
| QC Pass | Marks the version ready for delivery and nothing else — nothing is shared to the client, no approval state changes, no task moves. |
| QC Fail | Sets the export to QC_FAILED and the comp task to CHANGES. The artist fixes and queues a new version; the old export is superseded. |
Passing an export is what makes it eligible for a delivery package on the web app's Pipeline → Deliveries page.
Actions
Refresh
Updates the Status panel to show the current count of selected CompItems. Has no effect on the project.
Fix Comp Names
Renames selected comps so their names match the shot code extracted from their current name.
- Shot codes are read by anchoring on the selected project's showId — see Shot Code Convention.
- If a comp name contains a valid shot code but has extra text, it is trimmed to the code only.
- Wrapped in an undo group.
Add Overlay
Adds or updates the UNG_VFX_OVERLAY comp as a layer on each selected comp (or the active comp if nothing is selected).
Process:
- Looks up each shot via the API to confirm it exists.
- If the overlay layer is not already present, adds the
UNG_VFX_OVERLAYcomp and moves it to the top of the layer stack. - Sets two Essential Properties on the overlay layer:
- DATE — today's date in
YYYY/MM/DDformat. - SHOT NAME —
{shotCode}_cmp_TT_v001.
- DATE — today's date in
- Reports how many overlays were added vs. updated vs. skipped.
- Wrapped in an undo group.
Requirement: A comp named UNG_VFX_OVERLAY must exist in the project.
Build Preview
Creates a {shotCode}_PREVIEW comp for each selected (or active) comp using a standardised export template.
Process:
- Duplicates the
UNG_EXPORT_TEMPLATEcomp and names the copy{shotCode}_PREVIEW. - Moves the copy into the
_PREVIEWSproject folder if it exists. - Replaces the
SHOTandTHUMBNAILlayers with the shot comp. - Populates the
NETFLIX_SLATEEssential Properties:- Shot name (
{shotCode}_cmp_TT_v001) - Date, Description, Notes, Shot Code, Episode, Scene, Frame count
- Shot name (
- Adjusts the preview comp duration to match the shot comp duration.
- Wrapped in an undo group.
Requirements:
UNG_EXPORT_TEMPLATEcomp must exist in the project.- Shot metadata must be available from the API.
Queue EXR
Queues each selected comp for EXR sequence render using the EXR Sequence output module template.
Process:
- Looks up each shot via the API to get the
exrOutputfilename stem. - Sets the comp's display start frame to
1001. - Disables any layers named
UNG_VFX_OVERLAYor_SHOW LUTin the comp. - Ensures the output folder
EXPORT_ROOT/{shotCode}/exists. - Queues the comp with output path
{folderPath}/{exrOutput}.[#####].exr. - Wrapped in an undo group.
Requirement: The EXR Sequence output module template must be configured in AE preferences.
Queue MP4
Queues a preview render for each selected (or active) comp as an MP4 file.
- Uses the REVIEW_PREVIEW output module template.
- Output path:
EXPORT_ROOT/{shotCode}_cmp_TT_v001.mp4 - Automatically calls Build Preview first if a
{shotCode}_PREVIEWcomp does not exist. - Updates the overlay on the main shot comp before queuing.
- Wrapped in an undo group.
Requirement: The REVIEW_PREVIEW output module template must be configured in AE preferences.
Queue MOV
Identical to Queue MP4 but uses the 4444 Tri output module template and writes a .mov file.
- Output path:
EXPORT_ROOT/{shotCode}_cmp_TT_v001.mov
Requirement: The 4444 Tri output module template must be configured in AE preferences.
Import Renders
Imports rendered EXR sequences for the active/selected shot comp from the shared renders folder.
Process:
- Resolves the renders folder at
X:/shared_projects_2026/UNGO_VFX/production/renders/{shotCode}. - Iterates subfolders first (separate render passes/layers), importing each as an EXR sequence at 24 fps. Falls back to sequences directly in the root folder.
- Adds each imported footage item to the
_RENDERSproject folder. - Adds all footage as layers to the target comp and applies the Extractor effect to each layer.
- Pre-composes all added layers into a single
{shotCode}_RENDERcomp. - Wrapped in an undo group.
Pull Picture Lock
Imports a picture-lock (offline cut) video file and trims it to the correct sequence timecode range for the shot, including handles.
Process:
- Calls the API to retrieve
seqTimecodeStartandseqTimecodeEndfor the shot. - Searches the
_PICLOCKSproject folder for already-imported footage matching the episode prefix —{showId}_{episode}on episodic shows (e.g.UNG_106), plain{showId}on standard ones. - If not found, scans
FOOTAGE_ROOT/_PICLOCKS/for a file matching{episodePrefix}_*and imports it. - Calculates the in/out offsets from the sequence timecodes relative to the piclock's start (assumed
01:00:00:00/ 3590 s unless embedded timecode is available), with ±8 frame handles. - Adds the piclock footage as a layer at the top of the comp, scales it to fill the frame, and sets
startTime,inPoint, andoutPointto isolate the correct range. - Wrapped in an undo group.
Requirement: Shot must have seqTimecodeStart and seqTimecodeEnd populated in the VFXReview database.
Workspace
Initialise Workspace
One-time setup that creates the standard project folder hierarchy, imports the slate/overlay template AEP, and configures color settings.
Folder structure created:
__SHOTS/
UNG_101/
UNG_102/
…
UNG_117/
_PREVIEWS/
_PRECOMPS/
_PICLOCKS/
_FOOTAGE_4K/
_STOCK/
_RENDERS/
_UTILITIES/
Template import:
Imports X:/shared_projects_2026/UNGO_VFX/production/working_files/UNG_VFXOVERLAY_SLATE_TEMPLATE.aep as a project merge.
Color settings (applied outside the undo group):
- Sets project bit depth to 32-bit.
- Enables color management via
app.project.colorSettings.enabled. - Attempts to set the working color space to ACES 1.2 by searching the available space list. Falls back to
"ACES - ACES2065-1"if the list API is unavailable. If the scripting API does not support this, a message prompts manual configuration.
Color Space
Add OCIO to Footage Layers
Adds an OCIO Color Space Transform effect (disabled) to every footage layer in each selected (or active) comp.
- Only targets
FootageItemlayers backed by aFileSource(skips solids, comps, etc.). - Sets the Output Color Space property to index
93. - The effect is added in a disabled state so it can be enabled selectively during grading.
- Wrapped in an undo group.
API Reference
All HTTP calls use system.callSystem with curl. Requests include:
Authorization: Bearer {TOKEN}
Accept: application/json
| Endpoint | Method | Description |
|---|---|---|
/api/ext/projects/{PROJECT_CODE}/episodes |
GET | List all episodes for the project |
/api/ext/projects/{PROJECT_CODE}/shots?episode={value} |
GET | List shots for a given episode |
/api/ext/shots/lookup?shotCode={code}&projectCode={code} |
GET | Retrieve full metadata for a single shot |
Shot Metadata Fields Used
| Field | Used By |
|---|---|
shotCode |
All operations — canonical identifier |
exrOutput |
Queue EXR — filename stem for EXR renders |
description |
Build Preview — slate Description property |
notes |
Build Preview — slate Notes property |
episode |
Build Preview — slate Episode property |
scene |
Build Preview — slate Scene property |
seqTimecodeStart |
Pull Picture Lock — in-point calculation |
seqTimecodeEnd |
Pull Picture Lock — out-point calculation |
Shot Code Convention
Shot codes are the project's showId followed by three-digit tokens:
| Project type | Pattern | Example |
|---|---|---|
| Episodic | {showId}_{episode}_{scene}_{shot} |
UNG_106_010_020 (showId UNG) |
| Standard | {showId}_{scene}_{shot} |
DH2_VFX_027_010 (showId DH2_VFX) |
The showId is not always three letters and may itself contain underscores, so
codes are parsed by stripping the known showId prefix — never by counting
underscores or matching a fixed AAA_ pattern. Everything after the showId is
three digits per token.
Episode codes follow {showId}_{episode} (e.g. UNG_106).
Required Project Assets
The following comps/items must exist in the AE project for certain features to work:
| Name | Type | Required By |
|---|---|---|
UNG_VFX_OVERLAY |
Comp | Add Overlay, Build Preview, Queue MP4/MOV |
UNG_EXPORT_TEMPLATE |
Comp | Build Preview, Queue MP4/MOV |
_SHOW LUT |
Comp | Build Shot (optional — applied if present) |
_PREVIEWS |
Folder | Build Preview (optional — used if present) |
_PRECOMPS |
Folder | Build Shot (optional — used if present) |
_FOOTAGE_4K |
Folder | Build Shot (optional — used if present) |
_RENDERS |
Folder | Import Renders (optional — created if absent) |
_PICLOCKS |
Folder | Pull Picture Lock (optional — created if absent) |
__SHOTS |
Folder | Build Shot / Initialise Workspace |
Output Module Templates Required
These must be created in After Effects > Edit > Templates > Output Module before using the corresponding queue buttons:
| Template Name | Used By | Format |
|---|---|---|
EXR Sequence |
Queue EXR | OpenEXR image sequence |
REVIEW_PREVIEW |
Queue MP4 | H.264 / MP4 |
4444 Tri |
Queue MOV | ProRes 4444 / MOV |
Status Panel
The Status panel at the bottom of the UI shows two lines:
- Line 1 — Number of currently selected
CompItems. - Line 2 — Result or progress message from the last operation.
Both lines are updated throughout batch operations so progress is visible in real time.
Below them are two buttons:
- Diagnostics — runs the environment self-test described below.
- Show Last Report — re-opens the trace from the last button pressed.
Diagnostics and logging
Every button press is traced: what it tried, in what order, with the paths and HTTP codes it was working with. The trace goes to an in-memory buffer and to a log file, and it is shown automatically when something fails.
Log file: %APPDATA%/VFXReviewConnector/connector.log (next to config.json).
It is truncated once it passes 1 MB, so it can always be pasted into a message.
The API token is never written to it — only whether one is set.
When Build Shot fails
The status line now names the stage it failed at, and a scrollable report opens with the whole trace. The stages, and what each one means:
| Stage | Meaning | Usual fix |
|---|---|---|
project |
No project selected in the panel | The project dropdown is empty because the server URL or token is wrong |
shot lookup |
The server returned no shot record | Report shows the HTTP code: 0 = server unreachable, 401/403 = bad token, 404 = shot not in that project |
configuration |
Footage Root is blank in Settings | Settings are per-machine; a fresh workstation starts blank |
footage folder |
The show/episode folder does not exist here | Report names the deepest folder that does exist — usually an unmapped drive or a different drive letter/UNC on that machine |
plate folders |
Folder exists, no plates for that shot code | Report lists the folders that are there, so a naming mismatch is visible |
plate import |
Plate folders matched but held no importable EXRs | Report lists each folder's contents (n .exr, n other files) |
comp creation |
After Effects threw while building the comps | Not a path or server problem — the AE error text is in the report |
unexpected error |
Anything thrown that was not anticipated | Report carries the error text, line number and stack |
Non-fatal conditions are traced too rather than passing silently: a missing
_SHOW LUT, an overlay that could not be applied, a missing __SHOTS/{group}
folder.
Diagnostics button
Checks everything Build Shot depends on without building anything, so a workstation can be cleared before an artist is blocked. It verifies:
curl.exeis present and runnable (every server call goes through it).- Server URL and API token are set, and
GET /api/ext/projectssucceeds. - Footage Root resolves to a folder that exists, and lists the plate folders found for the currently selected shot.
- Export Root resolves to a folder that exists.
- The shot lookup succeeds for the currently selected shot.
- The open AE project has
UNG_VFX_OVERLAY,UNG_EXPORT_TEMPLATE,_SHOW LUT, and the__SHOTS/_FOOTAGE_4K/_PRECOMPS/_PREVIEWSfolders.
Each failure is reported as a PROBLEM line with the offending path or HTTP
response, and the report ends with a problem count.
Errors that used to be invisible
ScriptUI silently swallows exceptions thrown inside a button handler, so a hard failure looked like a button that did nothing at all. Every handler is now wrapped: anything thrown is caught, logged with its line number and stack, shown in the status line, and surfaced in the report dialog.