On Feb 17, 2012, at 3:42 PM, Howard Jones wrote: > 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 - FWIW - A "sensible" number for me is *a lot*. On Flame, I have not felt the same kind of "heaviness" or slowness issues when dealing with many rotosplines (in Flame, they're "gmasks") that have hundreds of points. So, it came as a bit of a surprise to have Nuke bog down with what would be a typical load for me in the past… ;^) Rich > > 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) 840-2665 > Web: 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 >> >> _______________________________________________ >> 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 > > > _______________________________________________ > 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 > > _______________________________________________ > 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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