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Inspiring
January 14, 2021
Question

Roto Brush 2 Crashing Round Trip Workflow

  • January 14, 2021
  • 1 reply
  • 185 views

Clip on timeline in PP 14.4, Mac OS Catalina

clip: MXF 4k via Sony SF7, 29.9FPS

 

1. in PP 14.4. Right click replace clip with AE comp, to start the AE Roto.

2. Save AE 17 project, apply Roto Brush 2, works great, looks good. Freez roto.

--Go to Premiere project, PP shows the Roto update looks good. Advance playhead with click.

--AE shows Roto propagation again, then crashes.

 

clip lenght 10 seconds talking head limited movement.

 

 

 

RAM: 131072MB
Machine: x86_64
Model: iMacPro1,1
CPU * Core count: 36
CPU Frequency: 2300MHz
Bus Frequency: 100MHz
Open GL Renderer: AMD Radeon Pro Vega 64X OpenGL Engine
Open GL Version: 2.1 ATI-3.10.19
Open GL Vendor: ATI Technologies Inc.
Open GL Extensions: L_ARB_color_buffer_float, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_sync, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra, GL_ARB_vertex_blend, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, GL_EXT_debug_label, GL_EXT_debug_marker, GL_EXT_depth_bounds_test, GL_EXT_draw_buffers2, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture_array, GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_s3tc, GL_EXT_texture_env_add, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp, GL_EXT_texture_rectangle, GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_timer_query, GL_EXT_transform_feedback, GL_EXT_vertex_array_bgra, GL_APPLE_aux_depth_stencil, GL_APPLE_client_storage, GL_APPLE_element_array, GL_APPLE_fence, GL_APPLE_float_pixels, GL_APPLE_flush_buffer_range, GL_APPLE_flush_render, GL_APPLE_object_purgeable, GL_APPLE_packed_pixels, GL_APPLE_pixel_buffer, GL_APPLE_rgb_422, GL_APPLE_row_bytes, GL_APPLE_specular_vector, GL_APPLE_texture_range, GL_APPLE_transform_hint, GL_APPLE_vertex_array_object, GL_APPLE_vertex_array_range, GL_APPLE_vertex_point_size, GL_APPLE_vertex_program_evaluators, GL_APPLE_ycbcr_422, GL_ATI_blend_equation_separate, GL_ATI_blend_weighted_minmax, GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc, GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_IBM_rasterpos_clip, GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp, GL_NV_fog_distance, GL_NV_light_max_exponent, GL_NV_texgen_reflection, GL_NV_texture_barrier, GL_SGI_color_matrix, GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod
HighbeamSessionId: No data
Adobe Product Version: 17.5
Adobe Product Build: 40
Adobe Crash Reporter Version: 8.0.7
User GUID: 
Crash GUID: 
Exit Code: 15
Report Type: fhqlog
Custom Data:
dvacore.appstatemanager: kStateInitialized
dvacore.appstatemanager: kStateEventLoopRunning

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1 reply

55878965Author
Inspiring
January 15, 2021

Updated Apps, cleaned AE caches, started with fresh Roto 2. The program seemed to hold and I got the first clip rotoed.  38 seonds total. Started over again and had a few crashes, propgation 114 frames takes about 1-2 minutes.

Roto 2, best setting, everything else default. It's a interview shot talking head with some Depth of Feilds from back wall about 14 feet from subject.