Hi All,
I think there is some confusion here about when ops are created. It's
part of Nuke's architecture that multiple ops are created for a node.
This is described here:
http://docs.thefoundry.co.uk/nuke/63/ndkdevguide/intro/oparchitecture.html
Ops are created for a few different purposes. The most common is to
create a Node in the DAG, and for rendering at a given context.
Sometimes the op used to create the node and the op used for rendering
are the same.. but not always.
For instance doing a timeblur will create multiple ops for rendering.
Each with with their knob member variables frozen at a given context.
Global data, parameters etc should not be stored on ops. They are
stored on knobs, of which there is only one instance per node. If you
really want to store global data outside a knob, which I don't
recommend, you can store it by checking if your op instance is the first
instance that Nuke created for making the Node. ( Op::firstOp() ).
Also scrubbing/playing in the timeline can sometimes produce a new op
used to draw or decide to draw overlay handles. Nuke does a cheap
version of building the op tree for the purposes of drawing overlays if
the current frame is in the viewer cache. If Nuke has not finished
aborting a previous render this can result in a new op ( because it
can't reuse the old one yet because its rendering ).
Cheers,
Jon.
On 15/05/12 15:38, Steve3D wrote:
Not good. I'm wondering how any node that displays frame data (the
histogram, for example, gamma...) will ever work here with two
different Iop's competing to update the UI.
This is bad; this is really really bad.
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