Try now! I don't have a handy copy of an older version but I can rebuild it from a previous state of the code base.
Wunkolo
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4k would take a very long time to seam-carve and it might even appear to hang at times due to how long it can take to process. Just reducing by 25% would be something like 3'628'800 carving iterations! I have some optimization ideas though to get it to re-use work across frames which would drastically increase this speed, but it may take some time unfortunately.
Does it still work on smaller frames or at half/quarter res? Is it crashing or just hanging?
Hey! Yesterday's update was a minor change to react to some submitted bugs and potential-bugs as I refactor the code base and respond to some feedback and suggestions. It also adds a couple new color palette options(Flipnote DSi, Flipnote 3DS). Currently the "build date" is the best way to identify which version you have , by right-clicking an instance of the plugin and going to "About", with the latest being September 8th!
You're correct though that I should make it easier to both identify your current build and see what's new when I push updates and I should try out the Dev Log feature more to communicate this better.
Hey! Thanks for trying out my plugin. It's been a while since I've worked on this plugin so it's already due for a big clean-up and refactor!
Edit: Found the bug! Looks like any time the plugin takes more than 4294967295 nanoseconds to render a frame(about 4.3 seconds) it will error out. Expect a patch soon!
The effect is working correctly, but the layer itself is scaled down to .7 of its original size so After Effects introduces additional filtering and averaging and sub-pixeling.
Try clicking this "/" symbol until it is stair-steppy to disable the additional filtering that After Effects introduces.
https://helpx.adobe.com/after-effects/using/layers.html#layer_image_quality_and_...
When you render it out, be sure to use "Current Settings" when exporting so it does not re-introduce that additional filtering anymore.
Another solution is to apply it to an adjustment layer rather than this scaled-down layer.
I am facing the error problem only in deep glow & displacer pro
I am not the author of Deep Glow & Displacer Pro, these are made by https://www.plugineverything.com/.
Unless you are having this issue with B.Carve or PixDither, you should be reaching out to them for support.
What I am saying is that I notice of all the plugins you mentioned not working suddenly are exclusively GPU accelerated, but you're saying some non-GPU accelerated ones are having the same issue. You've made a post both on PixDither and on B.Carve though which is adding to the confusion. Another user on another one of my GPU-accelerated plugins seemed to have a similar issue here.
One way to diagnose the issue is to upload the log file somewhere to see what's going on:
Try uploading the `.crash` file somewhere for me to inspect. In the meantime I might suggest updating/reinstalling your graphics drivers and perhaps even the latest Visual Studio C redistributable(the x64 link in this case) in case that is a possible cause.
You mention that Deep Glow and Displacer Pro are having this issue in your image. Are you getting with with B.Carve too?
You made another post over on PixDither as well so I am not sure how to interpret your issue.
It sounds like you are having issues with GPU-accelerated After Effects plugins in particular, which might indicate issues with your graphics driver.
Some others have had situations like this and some have had luck by just right-clicking the plugin file and clicking "Open" at least once. Try some of these solutions!
https://support.apple.com/lv-lv/guide/mac-help/mh40616/mac
https://github.com/hashicorp/terraform/issues/23033#issuecomment-539736692
https://community.vcvrack.com/t/rack-cant-be-opened-because-apple-cant-check-it-...
Is there any other thing that might have happened that correlates to when it stopped working? I'm getting a little stumped as to what it might be now after doing some more digging😥. Would you be able to provide a sample .sai file(it could just be a blank canvas or a squiggle or something) that fails to generate a thumbnail in explorer? What version of Sai are you using?
I've uploaded a new build with some more recent fixes that you may try out! Let me know how it goes.
You can be sure that you have the latest build by right-clicking the .dll file and going into the "Details" panel to ensure the year is 2023 rather than 2018(The previous build was from 2018 and lots of fixes have happened since then.
Hey! Just to make sure, are you using saithumbs-x64.zip or saithumbs-x86.zip? When you extract the installer files and run the installer, is the .dll located somewhere stable such as next to your Sai installation folder?
Have you tried clearing your thumbnail cache? You can clear your thumbnail cache by running "Disk Cleanup" and selecting "Thumbnails" before cleaning. This should get Windows to re-generate all of the thumbnails entirely and invalidate any that it may already have.
Can you please post a screenshot or something of the issue? I am not sure what specific error message you are running into. Is this similar to the issue other people have mentioned in the Bug-Thread where the solution is to right-click and press "open" on PixDither.plugin at least once?
For sure. To initiate a refund, please contact support with your Transaction ID and they can process the refund.
Seems to be related to the fact that the application is "technically" unsigned and MacOS wants you to allow it explicit permissions, but it is not clear how to do so for a plugin. Some others have had situations like this and some have had luck by just right-clicking the plugin file and clicking "Open" at least once. Try some of these solutions!
https://support.apple.com/lv-lv/guide/mac-help/mh40616/mac
https://github.com/hashicorp/terraform/issues/23033#issuecomment-539736692
https://community.vcvrack.com/t/rack-cant-be-opened-because-apple-cant-check-it-...
Apple-Silicon support has been added as of today! Thank you all for your patience 🙏🙏 Let me know of any new bugs you may have ran into over on the bugs thread!
Haha really I tried my best to ask around for a machine to remote into and even tried to setup a Virtual Machine of some kind using VirtualBox and Docker and such but it turned out to be too much of a headache that just refused to provide a stable workspace since Apple really only wants OSX software to be compiled on OSX hardware! So I just bit the bullet and bought a minimum-viable 8GB M2 Mac Mini and it should be coming today! Before, I used a Virtual Machine on my Intel workstation but with the latest Apple-Silicon stuff...that is no longer feasible so it's about time I just give in and get some Mac hardware around as a build and test server. Expect an Apple-Silicon port either the end of this month or the first half of march. I'll be sure to be loud about it once it's done!
No news just-yet on a proper Apple-ARM release. I have yet to have access to Apple's proprietary compilation toolchain to assemble together a proper release though I might be able to set up an updated x64-based virtual machine or utilize a remote build server like GitHub actions and cross-compile an Apple-ARM build from it but won't be able to test and verify the ARM build on actual hardware.
Once I can secure a proper development pipeline though, I'll be updating all of my Pix-series plugins over to support Apple-ARM.
Oh wow that's a curious bug. Could you provide any more info relating to this like your GPU and driver version and such in the Bug Thread?
This seems to be an artifact with trying to accumulate some very flowy vector-field values onto a raster pixel grid, causing it to "miss" some pixels while integrating streamlines. Basically, it will increment the current pixel into the next pixel by sampling the vector-field, but will "miss" the diagonal pixel that it may have touched along the way without knowing that it crossed two pixels rather than one. 🤔
This might take some time to figure out how to remedy without breaking previous projects(and hypothetically adding custom vector field support), but I'll try and look into it without changing the core algorithm too much.
For now, one way to remedy this is to put the PixSort on its own layer with "Interval Matte" view mode and use the "Median" filter with a 1px radius and enable the "Operate On Alpha Channel" option