Sure, I understand what you're saying.
The example is only bundled that way because I didn't want to send a huge
multi-channel exr file.
But if you were to write out each generator to a file, plus a multi-channel
exr at the end of all the Copy nodes, and then redo those trees with actual
inputs, the results are pretty much the same.

At least, that's what I used in my original test.

Sorry the example was half baked. Does that make sense?


On Tue, Sep 6, 2011 at 6:32 PM, Deke Kincaid <[email protected]> wrote:

> Hi Ivan
>
> The thing is in your slower one in red of your example your first
> copying/shuffling everything to another channel before merging them from
> their respective channels.  The fast one there isn't any shuffling around of
> channels first.  Your going in the opposite direction(shuffling to other
> channels instead of to rgba).  The act of actually moving channels around is
> what causes the hit no matter which direction your going.
>
> To make the test equal you would need to use generators that allow you to
> create in a specific channel.  The Checkerboard and Colorbars in your
> example doesn't have this ability.
>
> -deke
>
> On Mon, Sep 5, 2011 at 23:06, Ivan Busquets <[email protected]>wrote:
>
>> Hi,
>>
>> Found the script I sent a while back as an example of picking layers in
>> merges using up more resources.
>> Just tried it in 6.3, and I still get similar results.
>>
>> Script attached for reference. Try viewing/rendering each of the two
>> groups while keeping an eye on memory usage of your Nuke process.
>>
>> Cheers,
>> Ivan
>>
>>
>>
>> On Mon, Sep 5, 2011 at 11:42 AM, Ivan Busquets <[email protected]>wrote:
>>
>>> Another thing is it sounds like you are shuffling out the channels to the
>>>> rgb before you merge them.  This also does quite a hit in speed.  It is far
>>>> faster to merge and pick the channels you need rather then shuffling them
>>>> out first.
>>>>
>>>
>>> That's interesting. My experience has usually been quite the opposite. I
>>> find the same operations done in Merges after shuffling to rgb are faster,
>>> and definitely use less resources, than picking the relevant layers inside
>>> the Merge nodes.
>>>
>>> Back in v5, I sent a script to support as an example of this behavior,
>>> more specifically how using layers within the Merge nodes caused memory
>>> usage to go through the roof (and not respect the memory limit in the
>>> preferences). At the time, this was logged as a memory leak bug. I don't
>>> think this was ever resolved, but to be fair this is probably less of an
>>> issue nowadays with higher-specced workstations.
>>>
>>> Hearing that you find it faster to pick layers in a merge node than
>>> shuffling & merging makes me very curious, though. I wonder if, given enough
>>> memory (so it's not depleted by the mentioned leak/overhead), some scripts
>>> may indeed run faster that way. Do you have any examples?
>>>
>>> And going back to the original topic, my experience with multi-channel
>>> exr files is:
>>>
>>> - Separate exr sequences for each aov/layer is faster than a single
>>> multi-channel exr, yes. As you mentioned, exr stores additional
>>> channels/layers in an interleaved fashion, so the reader has to step through
>>> all of them before going to the next scanline, even if you're not using them
>>> all. Even if you read each layer separately and copy them all into layers in
>>> your script (so you get the equivalent of a multi-channel exr), this is
>>> still faster than using a multi-channel exr file.
>>>
>>> - When merging different layers coming from the same stream, I find
>>> performance to be better when shuffling layers to rgba and keeping merges to
>>> operate on rgba. (although this is the opposite of what Deke said, so your
>>> mileage may vary)
>>>
>>> Cheers,
>>> Ivan
>>>
>>> On Thu, Sep 1, 2011 at 1:55 PM, Deke Kincaid <[email protected]>wrote:
>>>
>>>> Exr files are interleaved.  So when you look at some scanlines, you need
>>>> to read in every single channel in the EXR from those scanlines even if you
>>>> only need one of them.  So if you have a multichannel file with 40 channels
>>>> but you only use rgba and one or two matte channels, then your going to
>>>> incur a large hit.
>>>>
>>>> Another thing is it sounds like you are shuffling out the channels to
>>>> the rgb before you merge them.  This also does quite a hit in speed.  It is
>>>> far faster to merge and pick the channels you need rather then shuffling
>>>> them out first.
>>>>
>>>> -deke
>>>>
>>>> On Thu, Sep 1, 2011 at 12:37, Ryan O'Phelan <[email protected]>wrote:
>>>>
>>>>> Recently I've been trying to evaluate the load of nuke renders on our
>>>>> file server, and ran a few tests comparing multichannel vs. 
>>>>> non-multichannel
>>>>> reads, and my initial test results were opposite of what I was expecting.
>>>>> My tests showed that multichannel comps rendered about 20-25% slower,
>>>>> and made about 25% more load on the server in terms of disk reads. I was
>>>>> expecting the opposite, since there are fewer files being called with
>>>>> multichannel reads.
>>>>>
>>>>> For what it's worth, all reads were zip1 compressed EXRs and I tested
>>>>> real comps, as well as extremely simplified comps where the multichannel
>>>>> files were branched and then fed into a contact sheet. I was monitoring
>>>>> performance using the performance monitor on the file server using only 20
>>>>> nodes and with almost nobody using the server.
>>>>>
>>>>> Can anyone explain this? Or am I wrong and need to redo these tests?
>>>>>
>>>>> Thanks,
>>>>> Ryan
>>>>>
>>>>>
>>>>>
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>>>>>
>>>>
>>>>
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>>>
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