OpenFX, also known as The Open Effects Association (OFX), is an open standard for visual effects plug-ins, and the interface between effects plug-ins and digital compositing systems. Established to facilitate the development of creative and efficient effects in post-production processes, it represents a significant advancement in the visual effects and video editing industry.
Prior to OpenFX, plug-in developers had to create multiple versions of each plug-in for different video editing software, which was time-consuming and inefficient. OpenFX addressed this issue by providing a single, unified standard that software developers could use to create plug-ins compatible with all video editing systems that support the OpenFX standard.
The OpenFX standard includes a robust API (Application Programming Interface), which defines how to write an effect plug-in and how host software should interact with these plug-ins. This API allows plug-ins to be written once and used across a range of different host applications.
OpenFX covers a broad scope of applications, including image processing, 2D and 3D effects, color correction, and more. Its strength lies in its versatility and platform neutrality, promoting a more integrated and efficient workflow in video editing and post-production processes. By creating an environment that allows seamless interplay between various software, OpenFX opens up possibilities for greater creativity and innovation in visual effects.
Blackmagic's DaVinci Resolve is a popular professional software for video editing, color correction, visual effects, and audio post-production. A significant feature of DaVinci Resolve is its strong support for OpenFX, allowing users to leverage an extensive variety of plug-ins to extend the capabilities of the software beyond its native functionality.
DaVinci Resolve's support for the OpenFX standard means that users can access a vast array of third-party effects plug-ins that conform to this standard. This means that, in addition to the robust set of tools available natively within DaVinci Resolve for color grading, visual effects, motion graphics, and audio post-production, users also have the flexibility to augment and customize their workflows with the specialized functionality that various OpenFX plug-ins provide.
The OpenFX plug-ins can be easily applied to clips on the timeline in DaVinci Resolve's Edit and Color pages, providing editors and colorists with the ability to perform more complex adjustments and effects directly within the software. This creates an integrated workflow that eliminates the need for round-tripping to other software for specific tasks, thereby increasing efficiency.
Moreover, DaVinci Resolve's support for OpenFX reflects Blackmagic's commitment to interoperability and customization, providing professionals with the flexibility they need to realize their creative visions. This level of compatibility helps ensure that DaVinci Resolve can adapt to a wide range of post-production workflows, catering to both individual creatives and larger collaborative teams.
The Gyroflow OpenFX plugin is a great example of a very slick open-source OpenFX plugin that works great in DaVinci Resolve.
It's written in Rust and uses OpenFX bindings for Rust.
/Library/Application Support/Blackmagic Design/DaVinci Resolve/Developer/OpenFX folder on macOS, you can find the following subdirectories:
OpenFX-1.4- Contains the header files from the OpenFX package.
Support- Contains the header and source files from the OpenFX C++ wrapper package.
GainPlugin- Sample OpenFX plugin using the CUDA, OpenCL and Metal render support.
TemporalBlurPlugin- Sample OpenFX plugin using the CUDA, OpenCL and Metal render support with multiple frames access.
DissolveTransitionPlugin- Sample OpenFX plugin to demonstrate how to create a transition.
RandomFrameAccessPlugin- Sample OpenFX plugin using the CUDA, OpenCL and Metal render support with random frames access.
In the Plugin directory, the following project files are provided:
[PluginName].xcodeproj- Xcode project file
[PluginName].sln and GainPlugin.vcxproj- Visual Studio solution and project files
Makefile- Makefile for command line compilation
After compilation, it will generate a directory named
[PluginName].ofx.bundle. In order for Resolve to register this plugin, this directory needs to be copied to
/Library/OFX/Plugins on the Mac OSX platform. On the Linux platform, this directory needs to be copied to
On the Windows platform, the directory named
GainPlugin.ofx.bundle is generated in the Debug/Release directory. This directory needs to be copied to
C:\Program Files\Common Files\OFX\Plugins.
Other than the project files, there are four other files containing the source code for the plugin:
[PluginName].h- Contains the plugin factory class declaration
[PluginName].cpp- Contains the plugin factory class definition, plugin definition and the image processing algorithm
CudaKernel.cu- Contains the CUDA kernel and the function to call the CUDA kernel
OpenCLKernel.cpp- Contains the OpenCL kernel and the function to call the OpenCL kernel
MetalKernel.mm- Contains the Metal kernel and the function to call the Metal kernel
This sample OpenFX plugin is capable of processing the images using the GPU (with CUDA or OpenCL or Metal) or the CPU. Other than the CUDA, OpenCL and Metal kernel implementation in
MetalKernel respectively, the rest of the plugin implementation details are in
In the first part of
[PluginName].cpp, there is a list of constants providing the details of the plugin. These are used to provide the information to the user when this plugin is selected.
In the next part, it creates a subclass of
OFX::ImageProcessor. It has four virtual methods (
multiThreadProcessImages) that can be overridden with your own implementation of processing algorithm on the GPU and CPU.
Next, it creates a sublcass of
- In the constructor, the handle to the input clips, output clips and required parameters are setup.
- Then, there are four virtual methods that are overridden.
GainPlugin::render()must be overridden and is the plugin's render function.
GainPlugin::isIdentity()is used to indicate if processing is necessary with the given parameter set and rendering arguments.
GainPlugin::changedParam()is called when a parameter has changed its value.
GainPlugin::changedClip()is called when a clip has just changed.
TemporalPlugin::getFramesNeeded()is called to set the clip's frame range that user wants to access.
[PluginName]::setupAndProcess()is called by
[PluginName]::render(). It is used to setup all the parameters before invoking the image processor. Depending on the selected mode, the appropriate virtual methods (
multiThreadProcessImages) will be invoked.
[PluginName]Factory class, there are three virtual methods (
createInstance) that must be overridden.
[PluginName]Factory::describe()is used to describe the plugin. For example, the supported bit depth and whether OpenCL, CUDA and Metal render capability is supported. User need to setup a appropriate OFX context based on expected effect behaviours (number of input clips it takes, and how it can interact with those input clips).
p_Desc.setNoSpatialAwareness(true)is used to indicate that the plugin output does not depend on location or neighbours of a given pixel. Therefore, this plugin could be executed during LUT generation.
OFX::eContextFilterrequires single compulsory input, is used for a traditional 'filter effect' that transforms a single input (Refer to
OFX::eContextTransitionrequires 2 compulsory input clips and a compulsory 'Transition' double parameter, is used to create transition effect between clips (Refer to
[PluginName]Factory::describeInContext()is used to describe the requirements of the clips and the parameters for the plugin.
OFX::Plugin::getPluginIDs() is required to register the plugin.
For CUDA implementation, the plugin can operate on the cudaStream provided by the host and call
[PluginName]Factory::describe(). If the plugin uses the default cudaStream or a stream created internally, it should set
p_Desc.setSupportsCudaStream(false) and also perform synchronisation so that the GPU output buffers are ready when the plugin returns from the render call.