The authoritative source for information about OFX is http://openeffects.org/
- OpenFX Build Instructions
- OpenFX Documentation - start here
- OpenFX Documentation: Reference
- Programming Guide By Example
- OpenFX Wiki
Here are some Ways to get involved with OpenFX.
VFX plug-in vendors were frustrated for years because host application vendors created proprietary plug-in interfaces. As a result, each plug-in vendor had to port their plug-ins to all the different hosts and hosts couldn't use each other's plug-ins, limiting the selection of effects available to artists. The need for a standard interface was clear, so Bruno Nicoletti of The Foundry led the effort to develop a standard. That standard is OFX.
OFX is a win for artists because there is no waiting for plug-in vendors to port their cool effects to your application. Once a host compositing or editing application adopts OFX, all OFX plug-ins on the market instantly become available on that host.
And OFX is a win for plug-in vendors because they can concentrate on what they do best: making cool effects
A video compositing or editing application, such as The Foundry Nuke, Assimilate Scratch, Sony Vegas, or FilmLight Baselight
Video software, such as GenArts Sapphire or RE:Vison Effects which adds a wider variety of effects to a host application.
A standardized software interface between VFX host applications and plug-ins (also known as OpenFX and OFX).
An application which allows you to manipulate a video timeline by adding, removing, and changing the in and out points of video clips. Effects, Generators, Transition, Compositors and Retiming effects are commonly used in editors.
An application which allows you build a video clip by layering video clips, still images, and effects.
Please read the Contribution Guidelines for how to submit pull requests for fixes and changes to the standard.
You can build the examples, support lib, and host support lib using Conan and CMake.
On all OSes (even Windows with Mingw), you should be able to use scripts/build-cmake.sh
. For more details, see install.md.
See instructions in Documentation/README.md.
- Update the release notes and documentation and version number
- Tag (locally) the desired version with e.g.
OFX_Release_1.x_pre_1
- use
git tag -a -s
to sign with the release gpg key
- use
- Push that tag to github, and email everyone to test that tagged build.
- Tag (locally) the desired version with e.g.
OFX_Release_1.x
- use
git tag -a -s
to sign with the release gpg key
- use
- Push that tag to github, then create the release on github from that tag.
- Publish the release on github; that will run the release publish workflow, creating and uploading the sigstore-signed artifacts.
Release bundles are named like openfx-<OS>-release-<REL>.tar.gz
and openfx_plugins-<OS>-release-<REL>.tar.gz
.
The openfx-*
bundles contain all the header files as well as the support libs. They look like this:
OpenFX
├── include
│ └── openfx
│ ├── ofxCore.h...
│ ├── HostSupport/*.h
│ └── Support/*.h
└── lib
├── lib*
so you can add compiler/linker options -I.../OpenFX/include
-LOpenFX/lib
and then in source files #include "openfx/ofxCore.h"
etc.
The openfx-plugins-*
bundles contain all the sample plugins for the OS. Copy these into your plugin install dir and they should show up in your host application.
We use sigstore
to sign our github releases.
Release signatures are created using short-lived certificates, and audit trails are stored online using rekor.sigstore.com
.
To verify a release artifact (.tar.gz
file), download its associated .tar.gz.sigstore.json
, and then use cosign
to verify the signature like this:
cosign verify-blob \
openfx-mac-release-x.y.tar.gz \
--bundle openfx-mac-release-x.y.tar.gz.sigstore.json \
--new-bundle-format \
--certificate-identity-regexp='https://github.com/AcademySoftwareFoundation/openfx/.*' \ --certificate-oidc-issuer='https://token.actions.githubusercontent.com'