This prompted me to dig back and see my original bug report submitted
around the time of 8.0v1 -although I haven't checked to see if this was
fixed, and I didn't get sent a bug ID. The rest is a copy paste:

I seem to have found a repeatable bug that affects the LensDistortion node
under certain circumstances. If I have a film scan plate (linearised exr)
that has a few hot pixels in the ~500 range then the LensDistortion will
slow to a crawl unless I add a Clamp node in-between. Of course, it's best
practice to deal with those hot pixels but the LensDistortion does work
fine in Nuke 7.0v9.


Actually, I just checked and this is affecting STMap as well, I figured
they may be using the same underlying method.


Windows 7 Enterprise SP1.



I've noticed this also seems to be an issue if I have, say, a cg render
with a bounding box. If I kill the bounding box either by cropping or
extending to the full image bounds then I'm back to normal speed.


On 26 August 2014 11:00, Jed Smith <[email protected]> wrote:

>  I'm not sure if it's the same bug, but I have run into a similar problem
> with LensDistortion nodes when put inline with certain other nodes.
>
> Basically the image calculates extremely slowly, but if you break
> concatenation by putting a blur or grade above the LensDistortion node, it
> works as expected. This particular issue might be related to piz compressed
> exrs as well.
>
> Anyway, it's a long shot but your issue sounded similar to this one.
>
> Quoted below is my email to The Foundry with the bug id and an example
> script.
>
> Hope that helps!
>
> On Monday, 2014-08-04 at 3:10p, Jed Smith wrote:
>
> I have run into another instance of bug id 42159, and thought I would
> forward it along in case it is helpful in resolving the issue. This occurs
> on Mac OSX 10.9.3 with Nuke 8.0v5.
>
> Open the script and view the end of the node stack. You can hopefully
> observe that the image calculates very slowly for the complexity of the
> input. Notice that if you insert the provided blur node before the
> lensdistortion node to break concatenation, the image calculates as
> expected.
>
> Interestingly, I discovered that if the input image is a piz compressed
> sequence, this behavior occurs, but if it is a zip (1 scanline) compressed
> image, it does not. A switch node is provided to demonstrate this.
>
> Would love to get this issue resolved. Thanks!
>
> --
> Jed Smith
> Compositor, Atomic Fiction
>
>  On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote:
>
>  yeah, I have tried runnign dealine jobs with only 2 and 4 threads each
> with absolutely no results.
> Then, when I set off a single manual command line render with all 10 cores
> (20 cpus) it produced a frame after several minutes.
>
>
> On 27/08/14 01:55, matt estela wrote:
>
> You're probably tried this, but maybe run multiple instances of nuke, each
> running a limited number of threads? It's how we run nuke jobs on the farm
> on our 8 and 16 core machines, limiting them to 4 cores from memory.
> On 26/08/2014 11:51 PM, "Frank Rueter|OHUfx" <[email protected]> wrote:
>
>  damn, that leaves me dead in the water.
> oh well, I guess I will just go to bed and be grateful for any frame I see
> in the morning
>
> On 27/08/14 01:31, Michael Garrett wrote:
>
> I may be wrong here, but I've actually seen something like this bug with
> some operations that require heavy filtering, I seem to remember it getting
> introduced with Nuke 8. I submitted a bug report to The Foundry with speed
> comparisons with Nuke 7.
>
>  I first noticed it with STMap then LensDistortion but it's quite
> possible SphericalTransform is part of the same issue.
>
>  The machine at the time was a 12 core Windows workstation.
>
>
> On 26 August 2014 08:45, Frank Rueter|OHUfx <[email protected]> wrote:
>
>  Hi guys,
>
> I am having a problem with a brand new deca core machine (64GB RAM) that
> just won't render scripts with a SphericalTransform node. Nuke loads up,
> then sits there with 0 cpu load or memory consumption and nothing happens.
> Even my 4 year old laptop renders some frames  - slowly, but it renders.
>
> I tried both windows and linux with similar results. This The inputs to
> the SphericalTransform are 2k square.
>
> When I leave it rendering a single frame with all it's ten cores it will
> eventually do it, but about 20 times slower than it should.
>
> Scripts without the SphericalTransform are fine.
>
> Does anybody have any idea what is going on? I am a bit screwed as I am
> facing a huge deadline in a couple of days and can't render with the
> fastest machine in the house.
>
> Cheers,
> Frank
>
>
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