I often find you can cancel the render dialogue and then it updates anyway. So 
somthing fishy

FWIW I had a script with about 4000 paint strokes (mostly clones) last week and 
had no issues. Prerenders and sensible amount of strokes and was fine (still 
about 500+ in each node).

 
Howard



>________________________________
> From: Richard Bobo <richb...@mac.com>
>To: Nuke user discussion <nuke-users@support.thefoundry.co.uk> 
>Sent: Friday, 17 February 2012, 19:55
>Subject: Re: [Nuke-users] RotoPaint Speed Concerns
> 
>
>Mike,
>
>As a new user of Nuke, but a long-time Flame user, I have to say that I have 
>found, by far, the most frustration when using Rotopaint nodes! They can bog 
>performance down quite a bit. I've learned to keep the number of paint strokes 
>down to several hundred per node and to keep my beziers down to a low number 
>per node as well.
>
>
>Also, even when I am playing back a preview render from RAM-cached frames, 
>just having the Rotopaint nodes in the script seems to be enough to lower my 
>playback frame rate. I've confirmed this by progressively deleting the Paint 
>nodes or disabling them. In order to preserve realtime playback, I have 
>resorted to adding a Write node after the Rotopaint nodes, pre-rendering, 
>setting the Write node to Read and disabling the Paint nodes. In addition, 
>just rearranging the layers in a Rotopaint node can often take a number of 
>seconds. Things like creating a new folder, dragging layers into it or 
>rearranging the order an be maddeningly slow!
>
>
>When you've been rotoscoping for hours, these kinds of slowdowns add up in 
>both time and frustration level. I did a rough calculation on one shot I was 
>working on for a long day and figured out that all of the little pauses while 
>waiting for Rotopaint updates caused me upwards of an hour's worth of valuable 
>time! (Plus, I was about ready to smash the keyboard by that time.)
>
>
>I'm hoping The Foundry also realizes this problem and is working diligently on 
>performance improvements for Rotopaint!  (8^\   Pretty please?
>
>
>Rich
>
>
>
>
>Rich Bobo
>Senior VFX Compositor
>
>Mobile:  (248) 840-2665Web:  http://richbobo.com/
>
>"Excellence is an art won by training and habituation. We do not act rightly 
>because we have virtue or excellence, but rather we have those because we have 
>acted rightly. We are what we repeatedly do. Excellence, then, is not an act 
>but a habit."
>- Aristotle
>
>
>
>
>
>On Feb 17, 2012, at 2:39 PM, randy Little wrote:
>
>Thats a feature of the current paint node.  :-/  
>>
>>On Feb 17, 2012, at 11:36 AM, tk421storm wrote:
>>
>>
>>Hey all -
>>>
>>
>>>
>>So I've got a script, I'm doing some simple clone-based roto on a sequence, 
>>linking those brush strokes to a track.
>>>
>>
>>>
>>I've been getting really frustrated as when I attempt to move from one frame 
>>to the next, it's taking upwards of 30-40 sec (HD rez). All this time, there 
>>is nothing in the progress bar. Then the progress bar pops up "render-paint" 
>>for 10 sec more, then I get a frame result.
>>>
>>
>>>
>>The funny thing is, if I first set my viewport to the source footage, it 
>>takes about 5 seconds to render that. Then, if I switch to my rotopaint node 
>>(just one step down the chain), it renders INSTANTANEOUSLY.
>>>
>>
>>>
>>It seems to me that something funky is going on behind the scenes that's 
>>causing my nuke to completely lock up. If I force it to pull the frame first, 
>>it goes like lightning.
>>>
>>
>>>
>>-Mike
>>>
>>_______________________________________________
>>>
>>Nuke-users mailing list
>>>
>>Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
>>>
>>http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
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>
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