My desire is to get these primitives working with the ScanlineRenderer.All of 
this Scene subclassing talk is under the assumption I'm writing the renderer?If 
not, I don't really get how I'm supposed to give this subclassed Scene to Nuke.

And really, thanks...for the time
Could someone from the Foundry comment on the performance impact of multiple 
requests ( and by multiple this would mean one for each primitive that appears 
in a scanline ).

From: jegs...@earthlink.net
Subject: Re: [Nuke-dev] Primitive material assignment
Date: Fri, 2 Mar 2012 10:44:22 -0800
To: nuke-dev@support.thefoundry.co.uk



It *can* be, at least that's why it wasn't done that way in the original 
design, but there may now be ways to do multiple requests() without paying a 
big penalty - perhaps someone from the Foundry can chime in about it.If I 
remember right, each request() could cause the cache to be flushed in the 
original design.
But, since you're clearly in rendering code rather than shader code, you can 
also create your own Scene subclass and override Scene::request() to make sure 
the Primitives get their materials properly requested (normally 
Scene::request() is called in Render::request()).It's pretty cheap to just call 
Render::_request() and then iterate over all the GeoInfos again.
-jonathan
On Mar 2, 2012, at 10:30 AM, Frederich Munch wrote:That's unfortunate...
While I've got an ear, would there be a huge performance penalty if 
Iop::request is called from inside an rPrimitive whenever intersect_scanline 
returns true?So far this seems to be the only way to always get the materials 
working at render time
And thanks!

From: jegs...@earthlink.net
Subject: Re: [Nuke-dev] Primitive material assignment
Date: Fri, 2 Mar 2012 09:10:17 -0800
To: nuke-dev@support.thefoundry.co.uk

I don't think the default Scene::validate() method checks each primitive of a 
GeoInfo for dissimilar material assignments in order to call request() on 
them…which is an oversight.  The intention was there in the original design to 
allow each Primitive to have a separate material assignment, but it was never 
done in practice before Nuke left DD.  One obvious use for this is a particle 
system with each particle primitive is assigned a unique material.
Put in a bug report to the Foundry about it!
-jonathan
On Mar 2, 2012, at 4:11 AM, Frederich Munch wrote:Generating primitives with 
differing materials via Primitive::material_ is a bit sporadic in whether it 
woks or not, and I'm trying to figure out why.This is the error that will occur 
when this is done: "Warning: <NodeName>Interest(channels=0xf), but request() 
not called."
The GeoOp in question has three possible material assignments: input 0, 1, 
2I've tried a variety of things including calling request on the inputs in 
GeoOp::_validate as well as always iterating over all the primitives during 
GeoOp::geometry_engine and calling validate/request there.Iterating all the 
primitives during geometry_engine works -most- of the time, but seems pretty 
heavy, especially considering there's no way to test if we're actually on a 
path to rendering...
Is there any secret, or additional house-keeping that needs to be done?

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