ffmpeg-render-pro

# ffmpeg-render-pro
[](https://www.npmjs.com/package/ffmpeg-render-pro)
[](LICENSE)
[](https://github.com/beeswaxpat/ffmpeg-render-pro)
[](https://nodejs.org/)
[](https://modelcontextprotocol.io)
Render video from code, in parallel. You write one function that paints a frame; ffmpeg-render-pro splits the frame range across worker threads, encodes one MP4 segment per worker, joins the segments with stream copy (no re-encode), and shows a live dashboard in your browser while it runs. It also detects GPU encoders, grades color, merges audio, and ships as a CLI, a Node library, an MCP server for AI agents, and a Claude Code skill.
Built by [Beeswax Pat](https://github.com/beeswaxpat). Free and open source.
## Start here
Three commands. You need Node.js 18 or newer and [ffmpeg](https://ffmpeg.org/download.html) on your PATH.
```bash
# 1. Prove the setup works: a 5 second test render. The dashboard opens in your browser.
npx ffmpeg-render-pro benchmark
# 2. Write a starter worker script into the current folder.
npx ffmpeg-render-pro init my-worker.js
# 3. Render it. Output lands in output.mp4.
npx ffmpeg-render-pro render my-worker.js --duration=5
```
Open `my-worker.js`. The only function you need to change is `renderFrame(frameNum, buffer)`: fill the buffer with your pixels (B, G, R, A, one row after another) and everything else is already done. Derive any randomness from the `seed` it receives and parallel output stays identical to a sequential render.
Install it globally if you would rather not type `npx`:
```bash
npm install -g ffmpeg-render-pro
```
## Using an ffmpeg that is not on PATH
```bash
FFMPEG_RENDER_PRO_FFMPEG=/opt/ffmpeg/bin/ffmpeg # ffmpeg binary
FFMPEG_RENDER_PRO_FFPROBE=/opt/ffmpeg/bin/ffprobe # optional; the sibling ffprobe is found automatically
FFMPEG_RENDER_PRO_CACHE_DIR=~/.ffmpeg-render-pro # optional; where GPU probe results are cached
```
The variables are read at call time, so a long-running process such as the MCP server picks up changes without a restart.
## CLI
```bash
ffmpeg-render-pro init [my-worker.js] # write the starter worker (--force overwrites)
ffmpeg-render-pro benchmark # 5 second test render with the bundled worker
ffmpeg-render-pro render <worker.js> # render with your worker
ffmpeg-render-pro info # cores, RAM, recommended workers, ffmpeg version, GPU
ffmpeg-render-pro detect-gpu # probe hardware encoders (--cpu / --gpu force a mode)
ffmpeg-render-pro version
```
Render and benchmark flags: `--width=1920 --height=1080` (must be even), `--fps=60`, `--duration=60` (fractions allowed), `--output=out.mp4`, `--workers=N`, `--max-workers=8`, `--seed=42`, `--title="..."`, `--crf=20` (0-51, lower is higher quality), `--encoder-preset=fast` (any x264 preset). Dashboard flags: `--no-dashboard`, `--no-open`, `--port=8080`, `--linger-ms=30000` (`0` exits as soon as the render finishes). Run `ffmpeg-render-pro` with no arguments for the full list.
An unknown flag warns and continues. A value that does not parse, such as `--fps=abc`, exits 1 instead of rendering at the default.
Installed binaries: `ffmpeg-render-pro` (this CLI) and `ffmpeg-render-pro-mcp` (the MCP server). The older `ffmpeg-render-mcp` name still works so existing MCP configs never break.
## How a render works
1. `renderParallel` checks ffmpeg, validates the resolution, and picks a worker count from your CPU cores and RAM (never more workers than frames).
2. It starts the dashboard server on `127.0.0.1` and opens your browser.
3. Each worker thread runs your script with a frame range in `workerData`, pipes raw BGRA frames into its own ffmpeg process, and writes one MP4 segment.
4. Segments are joined with the concat demuxer and `-c copy`, which takes seconds regardless of length.
5. Temp files are removed. A failed worker's range is retried once before the render fails.
## Your worker
A worker is a Node script that runs in a `worker_threads` thread. `init` gives you one where only `renderFrame` needs editing; `examples/basic-worker.js` in the installed package is a larger reference with a particle system and seeded RNG.
Fields the renderer injects through `workerData`:
| Field | Meaning |
|---|---|
| `width`, `height`, `fps` | Frame size and rate |
| `seed` | Derive every random value from this |
| `startFrame`, `endFrame` | Render exactly `[startFrame, endFrame)` |
| `segmentPath` | Write this worker's MP4 here |
| `workerId` | Include it in every message you post |
| `totalFrames`, `duration` | Whole-video totals, for global effects such as a progress bar |
| anything in `renderParallel({ workerData })` | Your own extra keys (the bundled workers honor `codecArgs`) |
Messages the worker posts with `parentPort.postMessage`:
| Message | When | Fields |
|---|---|---|
| `{ type: 'progress' }` | periodically | `workerId`, `pct`, `fps`, `frame`, `eta` |
| `{ type: 'fast-forward-start' }` | optional, before replaying state to reach `startFrame` | `workerId`, `frames` |
| `{ type: 'done' }` | once, after the segment is fully written | `workerId` |
| `{ type: 'error' }` | on failure, never followed by `done` | `workerId`, `error` |
Every worker must encode with the same codec, resolution, framerate, and pixel format, because the segments are stream-copied together.
## Library
```js
const {
renderParallel, // the render engine
createEncoder, // pipe raw frames into ffmpeg with backpressure
detectGPU, // hardware encoder discovery, cached 7 days
getConfig, // worker count and codec choice for a resolution
computeTotalFrames, // float-safe fps x duration
concatSegments, // stream-copy join (validates inputs by default)
colorGrade, // presets or a custom -vf chain
mergeAudio, // add a soundtrack without re-encoding video
startDashboard, // the local progress server
ProgressTracker, // per-worker progress plus dashboard JSON
saveCheckpoint, loadCheckpoint, restoreCheckpoint, generateCheckpoints,
getEncoderIO, // encoder recipe as { inputArgs, filter, outputArgs }
getCodecArgs, // the same recipe as one flat array
ffmpegBin, ffprobeBin // resolved binaries, env-var aware
} = require('ffmpeg-render-pro');
```
### renderParallel(options)
```js
const controller = new AbortController();
const result = await renderParallel({
workerScript: './my-worker.js', // required
outputPath: './output.mp4', // required
width: 1920, height: 1080, // even numbers, up to 7680x4320
fps: 60, duration: 60,
seed: 42,
title: 'My Render', // shown in the dashboard
workerCount: undefined, // exact count; omit to auto-detect
maxWorkers: 8, // cap for auto-detect
dashboard: true, autoOpen: true, dashboardPort: 8080,
dashboardLingerMs: 0, // 0 resolves as soon as the render ends (the CLI keeps it up 30s)
quiet: false, // true keeps stdout byte-clean; status goes to stderr
signal: controller.signal, // abort() stops workers and removes temp files
workerData: {}, // extra keys for your worker
});
// result: { outputPath, elapsed, totalFrames, avgFps }
```
Abort rejects with an error whose `name` is `'AbortError'`. In library use set `dashboardLingerMs: 0` so the call returns without holding the process open. Set `FFMPEG_RENDER_PRO_DEBUG=1` for full stack traces from the CLI.
### Post-processing
```js
// Color grade with a preset (noir, warm, cool, cinematic, vintage) or a custom -vf chain
await colorGrade({ inputPath: 'raw.mp4', outputPath: 'graded.mp4', preset: 'cinematic' });
await colorGrade({ inputPath: 'raw.mp4', outputPath: 'graded.mp4', filter: 'eq=contrast=1.08:saturation=0.9', crf: 18 });
await colorGrade({ inputPath: 'final.mp4', outputPath: 'graded.mp4', preset: 'noir', keepAudio: true }); // default strips audio
// Merge audio: video is stream-copied, audio becomes AAC. loop and normalize (loudnorm) are optional.
await mergeAudio({ videoPath: 'graded.mp4', audioPath: 'track.mp3', outputPath: 'final.mp4', bitrate: 320, loop: true, normalize: true });
// Join same-codec, same-size videos with stream copy. Inputs are probed with ffprobe first; pass { validate: false } to skip.
await concatSegments(['part-000.mp4', 'part-001.mp4'], 'joined.mp4');
```
`colorGrade` accepts any encoder name in `codec`; encoders that need their own filter (VA-API) get it merged into the grade chain automatically.
### Checkpoints for long renders
For multi-hour renders, snapshot your simulation state every N frames once, so each worker replays only the frames since the nearest snapshot instead of starting from frame 0.
```js
generateCheckpoints({ systems, totalFrames: 432000, fps: 60, checkpointDir: './.checkpoints', interval: 60000 });
// inside a worker
const cp = loadCheckpoint('./.checkpoints', startFrame);
if (cp) {
const resumeFrame = restoreCheckpoint(cp, systems);
// fast-forward from resumeFrame to startFrame, then render
}
```
`systems` is an object of named modules with `getState()`, `setState()`, and `update(dt)`. A checkpoint labeled frame F holds exactly F updates. `_frame` and `_timestamp` are reserved keys.
## MCP server (for AI agents)
Seven tools over stdio, usable from Claude Code, Claude Desktop, or any MCP client.
```bash
# Claude Code, no install needed
claude mcp add --transport stdio ffmpeg-render-pro -- npx --yes --package=ffmpeg-render-pro ffmpeg-render-pro-mcp
# Claude Code, after npm install -g ffmpeg-render-pro
claude mcp add --transport stdio ffmpeg-render-pro -- ffmpeg-render-pro-mcp
```
Claude Desktop (`claude_desktop_config.json`):
```json
{
"mcpServers": {
"ffmpeg-render-pro": {
"command": "npx",
"args": ["--yes", "--package=ffmpeg-render-pro", "ffmpeg-render-pro-mcp"]
}
}
}
```
| Tool | What it does |
|---|---|
| `get_worker_template` | Returns the worker contract, the starter worker source, and paths to both bundled workers. Start here. |
| `render_video` | Parallel render from a worker script, with progress notifications and cancellation |
| `detect_gpu` | Probe hardware encoders (NVENC, VideoToolbox, AMF, VA-API, QSV) |
| `system_info` | Cores, RAM, recommended worker count, ffmpeg version |
| `color_grade` | Presets or a custom filter |
| `merge_audio` | Add a soundtrack, video stream-copied |
| `concat_videos` | Stream-copy join, inputs validated by default |
The agent recipe: call `get_worker_template`, copy `starterSource` to a file and replace `renderFrame`, then call `render_video` with that file as `worker_script` (`dashboard: false`, `auto_open: false` for headless runs). To render without writing code, pass the returned `starterPath` or `templatePath` straight to `render_video`. Post-process with `color_grade`, `merge_audio`, and `concat_videos`.
Every tool declares an `outputSchema` and returns `structuredContent`, so parse JSON instead of text. Writers overwrite `output_path`. `render_video` defaults to 30 fps (the CLI defaults to 60), emits `notifications/progress` every 2 seconds when the client sends a `progressToken` (turn on `resetTimeoutOnProgress` for long renders), and stops all workers on client cancellation. stdout carries only JSON-RPC frames. Missing ffmpeg returns an error that names the install page and the env var.
The tarball also ships `llms.txt` at the package root and a Claude Code skill:
```bash
# from a global install (macOS / Linux)
cp -r "$(npm root -g)/ffmpeg-render-pro/.claude/skills/ffmpeg-render-pipeline" ~/.claude/skills/
# from a repo clone (Windows)
xcopy .claude\skills\ffmpeg-render-pipeline %USERPROFILE%\.claude\skills\ffmpeg-render-pipeline\ /E /I
```
## NVENC quick reference
The renderer detects NVENC by itself. For one-off encodes outside it:
```bash
# confirm the encoder exists before relying on it
ffmpeg -y -f lavfi -i testsrc=size=256x256:rate=30:d=1 -c:v h264_nvenc -cq 23 probe.mp4
# encode: presets p1 (fastest) to p7 (best); -cq works like CRF, lower is better
ffmpeg -i in.mp4 -c:v h264_nvenc -preset p5 -cq 21 -pix_fmt yuv420p -c:a aac -b:a 192k -movflags +faststart out.mp4
```
`h264_nvenc` rejects very narrow frames (145px minimum on a Turing card) by writing a zero-byte file and exiting, so keep probes at 256x256. Both commands come from the [ffmpeg Render Cookbook](https://store.chronoverify.com/l/ffmpeg-render-cookbook?utm_source=npm&utm_medium=npm&utm_campaign=ffmpeg-render-cookbook) ($12): 29 recipes, each run on ffmpeg 8.0.1 before publication.
## Security notes
- Releases are published to npm by GitHub Actions through npm trusted publishing (OIDC). There is no publish token, and every version from 1.5.2 on carries a provenance attestation that ties the tarball on npm to the exact commit and workflow run that built it (see the Provenance panel on the npm page).
- The dashboard binds to `127.0.0.1` only and loads nothing from the network. No telemetry.
- `render_video` and `renderParallel` execute the worker script you name with the privileges of the current user. Only run workers you wrote or trust.
- The MCP server reads and writes files anywhere the current user can. Run it with a trusted agent, and consider restricting its working directory when prompts are untrusted.
- A custom `filter` string is file access: ffmpeg filters such as `movie=` and `subtitles=` read local files. Treat filter input the way you treat a file path.
- Concat list files are written under `os.tmpdir()`; output paths are written exactly where you point them.
## Tests
`npm test` runs 12 zero-dependency suites (255 checks): unit, smoke, a real MCP session over stdio with a byte audit of stdout, and end-to-end renders verified with ffprobe and `framemd5`. It skips the render suites cleanly on machines without ffmpeg. CI runs the same on Ubuntu, Windows, and macOS against Node 18, 20, 22, and 24.
## Changelog and license
See [CHANGELOG.md](CHANGELOG.md). MIT.
TDQS
Scored across 7 tools
Most tools have clearly distinct roles, but detect_gpu and system_info overlap significantly since system_info already reports the detected GPU encoder; the separate detect_gpu tool may create ambiguity about which to call.
Six of seven tools follow a clear verb_noun pattern (detect_gpu, render_video, get_worker_template, color_grade, merge_audio, concat_videos), but system_info is a noun phrase and breaks the otherwise consistent convention.
Seven tools is a well-scoped set for an ffmpeg rendering server: capability checks, the core render operation, a worker template helper, and three common post-processing operations. No redundant or excessive tools.
The surface covers the main render workflow and common edits like color grading, audio merging, and concatenation. It lacks utilities such as trimming, format conversion, or media probing, but those are arguably outside the render-focused purpose.