Thanks Jed, all my exrs are zip compressed and there is no concatenation upstream of the SphericalTransform in my script.

Just installing Nuke 7 to see if that behaves any differnt


On 27/08/14 03:00, Jed Smith 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" <fr...@ohufx.com <mailto:fr...@ohufx.com>> 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 <fr...@ohufx.com <mailto:fr...@ohufx.com>> 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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