Jon,

Thank you very much for your reply.

In response I can say that, yes, I have read the brief section in the NDK 
document describing 'Nodes vs Operators'.  In fact, it was the first resource I 
consulted when I came upon this difficulty.  Let me see if I can explain our 
difficulty in more detail  There are certainly instances in which having 
multiple versions of an Op makes sense (multiple views, and your timeblur 
example are two), but there are also instances in which it is essential that 
Nuke *not* make copies.  If I create an Op with a Render_knob, whose purpose is 
to scan a sequence to obtain some information from the frame data in it, having 
multiple versions of such an Op running at the same time makes things horribly 
messy.

Do you see my point?  I'm not contending that there are instances wherein 
multiple Ops are useful (caching not being one of them, by the way), but 
equally, there are instances in which guaranteeing only one Op is equally 
essential.  Now I'm faced by trying to figure out how to create a custom, 
global nob that can be accessed by multiple Op instances while rendering a 
frame sequence.

Steve


From: [email protected] 
[mailto:[email protected]] On Behalf Of Jon Wadelton
Sent: Tuesday, May 15, 2012 9:58 AM
To: [email protected]
Subject: Re: [Nuke-dev] Re: Re-construction

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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