What agents can make
with FrameLane.
Start with real footage or generate one. Let your agent edit and preview a project. FrameLane renders the final video.
Personalized at scale
“Pull this week's loyalty record per customer — first name, top-matched recipe, and their two best savings offers — drop them into the fixed Waitrose template on the text and image layers, keep every transition, price-tag reveal, and pacing cue identical, then queue a render per customer record.”
One project, sent a thousand ways: each customer's name, recommended recipe, and savings offers change on every render while the branding, transitions, and pacing stay identical, driven by a single API call per customer record.
Everything an agent needs
to produce video.
A complete editing and rendering pipeline exposed through API, SDKs, and MCP.
Asset ingest
Reference media by URL or upload it, then point a video color grade at a .cube LUT. SVG assets rasterize in process, so a stroke icon can be a sticker or a watermark with no PNG step. FrameLane stores each asset and probes its metadata. Video sources must be MP4, MOV, or WebM.
{
"source_url": "https://cdn.example.com/clip.mp4"
}How FrameLane
works.
The rendering engine is written in Rust and built on wgpu. The same codebase compiles to a native binary that runs on Vulkan on GCP GPU instances, and to WebAssembly that runs against the browser's GPU API in your web application.
Integrated with leading models
Built for real video,
not just motion graphics.
- PerformanceBrowser overhead is real
“10x more time and resources than bare FFmpeg because of the chromium layer.”
↗FrameLane has no browser in the render path: hardware NVDEC decode, one GPU compositor pass, hardware encode.
- GPUNo GPU, slow frames
“1-2 fullhd frame per second on server... quite expensive.”
↗FrameLane renders on GPU on every job: hardware decode, a GPU shader pass, hardware encode.
- ScalingDoesn't scale with hardware
“the render becomes slower as I increase the concurrency.”
↗FrameLane's GPU pipeline scales with hardware, not against it: parallel decode, one compositor pass, parallel encode.
- QualityA quality ceiling in browsers
“professional-quality video rendering is not currently possible in the browser environment.”
↗FrameLane never renders in a browser. It's the same native Rust/wgpu compositor in preview and in the final file.
- DeterminismNot a deterministic renderer
“you cannot do it perfectly because it's not a deterministic renderer.”
↗FrameLane renders the same timeline to the same bytes, every time.
- TypographyTypography gets rebuilt
“text needs to be rasterized to vector shapes and rendered as such.”
↗FrameLane renders type natively in the compositor, glyph by glyph, with no DOM or canvas text layer to work around.
- ShotstackOpaque failures
“the API could return an error to actually tell us why it's not rendering.”
↗FrameLane validates a project for free before it renders, and a failed render tells your agent why.
Common
questions.
Don't see your question? Email us →
Get started
in seconds.
Install the SDK and start building with FrameLane: edit a project, preview it cheaply, and render when it's valid.