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
>>> _______________________________________________
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>> 
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> 
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