< Adobe Premiere Pro
What's New in the Premiere Pro Plug-in SDK
What's New in 12.0 (CC 2018)
Effects and Transitions
GPU effects and transitions built using this SDK are now compatible with After Effects 15.0 (CC 2018) and later. The sample GPU effect projects have been updated so that they load in both Premiere Pro and After Effects.
The newly provided PrGPU SDK macros and device functions let you write kernels that will compile on multiple GPU compute languages - OpenCL, CUDA, and Metal.
Multiple effects and transitions can now be implemented in a single plug-in binary, by defining multiple entry points in software at runtime. The new method for registering entry points will be a replacement for the PiPL resource, and is currently only supported in Premiere Pro. The sample effects and transitions demonstrate this new method.
The new call GetImmersiveVideoVRConfiguration() in Sequence Info Suite returns the VR video settings of the specified sequence. The new selector available for Export Info Suite, kExportInfo_SourceBitrate, returns the source’s bitrate in kbps, and is not available for all source types. exParamType can now be of type exParamType_thumbnail. A new flag exParamFlag_verticalAlignment can now be set so that property name and value controls are displayed vertically rather than side-by-side.
What's New in CC 2017.1 (11.1)
Importers that support captions have a few API additions for better performance and proper placement in the frame.
Exporters can support color profiles, currently used for exports from After Effects through Media Encoder.
New 10-bit and 12-bit RGB HLG formats for expanded HDR support. Character Animator support. Transmitters can query whether ambisonics monitoring is enabled in the Sequence Settings.
Improved Sample Projects in release 2 of the SDK
Upgraded for Visual Studio 2015 and XCode 7.3. Fixed CUDA build steps on Windows. Importer fixes for larger files.
For further information, see the section "What's New in CC 2017.1" in chapter 1 of the Premiere_SDK_Guide.pdf.
What's New in CC 2017
VR Video Support
Transmit plug-ins can have the VR perspective in the desktop Monitor driven by the Head-Mounted Display, so when the person with the Head-Mounted Display looks in a different direction, the desktop Monitor shows that same perspective. To do this, the transmit plug-in can use the new Playmod Immersive Video Suite to indicate that it supports tracking.
Once Premiere sees the transmitter supports tracking, when the user activates the VR viewer, the new menu item, “Track Head-Mounted Display” will become active, and can be toggled to begin tracking. The transmitter should call NotifyDirection() as frequently it wants with updated info. Premiere will pick up the new position on the next frame draw.
For importers, imFileInfoRec8 has now been expanded so that if an importer detects that a clip contains VR video, it can inform Premiere.
New and Improved Sample Projects
This SDK includes a new render path for the ProcAmp sample for Metal. This sample requires macOS 10.11.4 and later.
We’ve also added a sample GPU effect called Vignette, donated by Bart Walczak. This effect has OpenCL, CUDA, and software render paths. Software rendering in Premiere Pro includes 8-bit/32-bit RGB/YUV software render paths. Software rendering in After Effects includes 8-bit and 32-bit smart rendering.
And lastly, the Control Surface sample is now cross-platform.
New Panel/Scripting Capabilities
Scripting, the processing underlying HTML5 panels, is consistently being improved upon. In this release, we’ve added scripting functions to add/modify effect keyframes. See the sample panel code on GitHub:
In particular, see the function onPlayWithKeyframes() in jsx/Premiere.jsx
In Video Segment Render Suite, new versions of various calls have been added with an additional boolean value that allows renders to skip rendering of non-intrinsic effects.
What's New in CC 2015.4 (10.4)
Effects and Transitions
GPU-accelerated rendering using Metal is now supported for third-party effects and transitions.