RE: [Nuke-users] RotoPaint Speed Concerns
This thread is somewhat timely as we are dealing with a related but much more serious issue here. We still haven't been able to pin it down but we're finding that artists with very large amounts of rotopaint strokes are at a much higher risk for having corrupted .nk files, resulting in lost work. This manifests itself generally in two ways, upon loading a corrupted script they will either get the Missing Brace Error or just a generic Unknown Error Message. In both cases, large chunks of the script are just gone, presumably corrupted upon saving. Again while we haven't tracked it down to a specific thing, these problems are far more prevalent with the artists using thousands of strokes. John Vanderbeck Technical Artist Digital Domain Media Group NOTICE: This communication may contain privileged or other confidential information. If you have received it in error, please advise the sender by reply email and immediately delete the message and any attachments without copying or disclosing the contents. Thank you. From: nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Richard Bobo Sent: Friday, February 17, 2012 5:53 PM To: Nuke user discussion Subject: Re: [Nuke-users] RotoPaint Speed Concerns Good tip, Ari, thanks! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665 Web: http://richbobo.com/ The greatest achievement of the human spirit is to live up to one's opportunities, and to make the most of one's resources. - Vauvenargues On Feb 17, 2012, at 5:11 PM, ari Rubenstein wrote: I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script. Not a fix, but a real time workaround, Ari Blue Sky Sent from my iPhone On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else.I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure... ;^) Rich Randy S. Little http://www.rslittle.com ___ 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
Re: RE: [Nuke-users] RotoPaint Speed Concerns
John,Yikes! Have not encountered that problem - and I hope I never do! That sounds like something that would make you want to go home for the rest of the day... I've just had the sluggishness and delay problems. I guess I should consider myself "fortunate"! (8^\RichRich Bobo Senior VFX Compositor Email: richb...@mac.com Mobile: 248.840.2665 Web: http://richbobo.comOn Feb 21, 2012, at 09:53 AM, John Vanderbeck john.vanderb...@in-three.com wrote:This thread is somewhat timely as we are dealing with a related but much more serious issue here. We still haven’t been able to pin it down but we’re finding that artists with very large amounts of rotopaint strokes are at a much higher risk for having corrupted .nk files, resulting in lost work. This manifests itself generally in two ways, upon loading a corrupted script they will either get the Missing Brace Error or just a generic Unknown Error Message. In both cases, large chunks of the script are just gone, presumably corrupted upon saving. Again while we haven’t tracked it down to a specific thing, these problems are far more prevalent with the artists using thousands of strokes.John VanderbeckTechnical ArtistDigital Domain Media GroupNOTICE: This communication may contain privileged or other confidential information. If you have received it in error, please advise the sender by reply email and immediately delete the message and any attachments without copying or disclosing the contents. Thank you. From: nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Richard BoboSent: Friday, February 17, 2012 5:53 PMTo: Nuke user discussionSubject: Re: [Nuke-users] RotoPaint Speed ConcernsGood tip, Ari, thanks!RichRich BoboSenior VFX CompositorMobile: (248) 840-2665Web: http://richbobo.com/"The greatest achievement of the human spirit is to live up to one's opportunities, and to make the most of one's resources."- VauvenarguesOn Feb 17, 2012, at 5:11 PM, ari Rubenstein wrote:I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script.Not a fix, but a real time workaround,AriBlue SkySent from my iPhoneOn Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote:yeah well load up toxik and compare its roto and paint (vector paintand raster paint) to pretty much everything else else. I would saythats the current high water mark . On my last job we where usingToxik for paint and de-spill. Just keep it open behind nuke and tweakrender tweak render. It was SO FAST it might as well been inline.Even found my self using the master Keyer from time to time for samereason. Just seems like Nuke is a bit of a dawg on a lot of things.It what I use mostly on jobs but I own Fusion($1000 and I wanted tohelp competition in my small way) and Maya (thus toxik) at home andthe speed differences are starting to become pretty obvious. I amsure soon that will change though. I only say this all because Iwant nuke to be faster but it seems since there is liittle to reallychallenge Nuke that things start to stagnate because big shops justmake their own tools and indie shops usually don't' have thecapability. but if things keep going the way they are it will prettymuch be Nuke or After effects(eww) soon.Randy S. Littlehttp://www.rslittle.comOn Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote:On Feb 17, 2012, at 4:45 PM, Randy Little wrote:Don't worry I hear its all being worked on :-)Everyone has been saying this since the new roto and paint nodes came out.That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^)RichRandy S. Littlehttp://www.rslittle.com___Nuke-users mailing listNuke-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
Re: RE: [Nuke-users] RotoPaint Speed Concerns
If you version up regularly and re-open (to check) this should be avoidable. however ,in my experience, its been a failed save on a large script rather than rotopaint per se, in otherwords camera tracking could also cause bloated scripts. So the bigger the script - the higher the chance of a corrupted save and of course rotopaint creates large scripts. Howard From: Rich Bobo richb...@mac.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Tuesday, 21 February 2012, 15:26 Subject: Re: RE: [Nuke-users] RotoPaint Speed Concerns John, Yikes! Have not encountered that problem - and I hope I never do! That sounds like something that would make you want to go home for the rest of the day... I've just had the sluggishness and delay problems. I guess I should consider myself fortunate! (8^\ Rich Rich Bobo Senior VFX Compositor Email: richb...@mac.com Mobile: 248.840.2665 Web: http://richbobo.com On Feb 21, 2012, at 09:53 AM, John Vanderbeck john.vanderb...@in-three.com wrote: This thread is somewhat timely as we are dealing with a related but much more serious issue here. We still haven’t been able to pin it down but we’re finding that artists with very large amounts of rotopaint strokes are at a much higher risk for having corrupted .nk files, resulting in lost work. This manifests itself generally in two ways, upon loading a corrupted script they will either get the Missing Brace Error or just a generic Unknown Error Message. In both cases, large chunks of the script are just gone, presumably corrupted upon saving. Again while we haven’t tracked it down to a specific thing, these problems are far more prevalent with the artists using thousands of strokes. John Vanderbeck Technical Artist Digital Domain Media Group NOTICE: This communication may contain privileged or other confidential information. If you have received it in error, please advise the sender by reply email and immediately delete the message and any attachments without copying or disclosing the contents. Thank you. From:nuke-users-boun...@support.thefoundry.co.uk [mailto:nuke-users-boun...@support.thefoundry.co.uk] On Behalf Of Richard Bobo Sent: Friday, February 17, 2012 5:53 PM To: Nuke user discussion Subject: Re: [Nuke-users] RotoPaint Speed Concerns Good tip, Ari, thanks! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665 Web: http://richbobo.com/ The greatest achievement of the human spirit is to live up to one's opportunities, and to make the most of one's resources. - Vauvenargues On Feb 17, 2012, at 5:11 PM, ari Rubenstein wrote: I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script. Not a fix, but a real time workaround, Ari Blue Sky Sent from my iPhone On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else. I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com ___ 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
Re: [Nuke-users] RotoPaint Speed Concerns
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
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
Re: [Nuke-users] RotoPaint Speed Concerns
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 ___ 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
Re: [Nuke-users] RotoPaint Speed Concerns
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 - Do you also notice any wait time when reordering beziers into or out of folder layers? 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 ___ 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
Re: [Nuke-users] RotoPaint Speed Concerns
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 ___ 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
Re: [Nuke-users] RotoPaint Speed Concerns
Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:39, Richard Bobo richb...@mac.com wrote: 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http
Re: [Nuke-users] RotoPaint Speed Concerns
On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:39, Richard Bobo richb...@mac.com wrote: 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
Re: [Nuke-users] RotoPaint Speed Concerns
I've never really had problems with rotos - only paint. Never noticed any issues with layers either. Flame is raster paint isn't it? I have seen other peoples scripts slow down so maybe its down to the pre-rendering I do, and I never apply any retiming after unless its a frame hold or something similar. That is I avoid anything that requires blending paint strokes together from different frames. This sort of paint node has always been slow for me compared to raster paint solutions, but I find the advantages far out weigh the clunkiness. All that said anything to speed up paint will be welcome. Howard From: Richard Bobo richb...@mac.com To: Howard Jones mrhowardjo...@yahoo.com; Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 17 February 2012, 21:39 Subject: Re: [Nuke-users] RotoPaint Speed Concerns 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) 840-2665Web: 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http
Re: [Nuke-users] RotoPaint Speed Concerns
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… ;^) There's major architectural differences between Nuke and Flame that contribute to this - the primary one being Nuke's Op/Knob open architecture and the way knob events propagate though the tree. Flame is buffer-based and heavily OpenGL accelerated and while Nuke's Roto node has some acceleration it must operate in the same architecture that's fighting against it due to the low-level design. They are completely different beasts under the hood - the same compromises that keeps Nuke from being as interactive as Flame allows Nuke to spank Flame's butt in other areas. I'm sure the Foundry will continue to improve the performance, just don't expect Flame-level interactiveness at the end of the day... -jonathan ___ 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
Re: [Nuke-users] RotoPaint Speed Concerns
I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script. Not a fix, but a real time workaround, Ari Blue Sky Sent from my iPhone On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else.I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com ___ 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
Re: [Nuke-users] RotoPaint Speed Concerns
Thats a point - we have found that disconnecting the out of rotopaint while working also can speed it up (even when not viewing downstream) Howard From: ari Rubenstein a...@curvstudios.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk Sent: Friday, 17 February 2012, 22:11 Subject: Re: [Nuke-users] RotoPaint Speed Concerns I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script. Not a fix, but a real time workaround, Ari Blue Sky Sent from my iPhone On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else. I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com ___ 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
Re: [Nuke-users] RotoPaint Speed Concerns
yeah That does work. I have had to do that a lot with paint and roto. I also pre comp as much as possible using write and reads and just pre comp renders. If you aren't using write and reads you are missing out on a very nice feature. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 14:11, ari Rubenstein a...@curvstudios.com wrote: I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script. Not a fix, but a real time workaround, Ari Blue Sky Sent from my iPhone On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else. I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com ___ 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
Re: [Nuke-users] RotoPaint Speed Concerns
On Feb 17, 2012, at 5:02 PM, Randy Little wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else.I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. The render architecture for Toxik was designed by Filippo Tampieri, who was the Founder and main programmer of Lightscape, before it was purchased by Discreet/Autodesk. I know because I was the product specialist when the architecture was first being written, back in '97-'98. Filippo's goal was to have realtime radiosity rendering and interactivity. I remember when he was demoing 21K textures that you could zoom and pan in realtime…The focus was always on interactive render speed. Pretty awesome stuff! Rich Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:39, Richard Bobo richb...@mac.com wrote: 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
Re: [Nuke-users] RotoPaint Speed Concerns
Good tip, Ari, thanks! Rich Rich Bobo Senior VFX Compositor Mobile: (248) 840-2665 Web: http://richbobo.com/ The greatest achievement of the human spirit is to live up to one's opportunities, and to make the most of one's resources. - Vauvenargues On Feb 17, 2012, at 5:11 PM, ari Rubenstein wrote: I've found that simply copy/pasting only the few relevant nodes you need to paint on into a separate Nuke session provides real time performance. When painting complete, copy back into the primary script. Not a fix, but a real time workaround, Ari Blue Sky Sent from my iPhone On Feb 17, 2012, at 5:02 PM, Randy Little randyslit...@gmail.com wrote: yeah well load up toxik and compare its roto and paint (vector paint and raster paint) to pretty much everything else else.I would say thats the current high water mark . On my last job we where using Toxik for paint and de-spill. Just keep it open behind nuke and tweak render tweak render. It was SO FAST it might as well been inline. Even found my self using the master Keyer from time to time for same reason. Just seems like Nuke is a bit of a dawg on a lot of things. It what I use mostly on jobs but I own Fusion($1000 and I wanted to help competition in my small way) and Maya (thus toxik) at home and the speed differences are starting to become pretty obvious. I am sure soon that will change though. I only say this all because I want nuke to be faster but it seems since there is liittle to really challenge Nuke that things start to stagnate because big shops just make their own tools and indie shops usually don't' have the capability. but if things keep going the way they are it will pretty much be Nuke or After effects(eww) soon. Randy S. Little http://www.rslittle.com On Fri, Feb 17, 2012 at 13:48, Richard Bobo richb...@mac.com wrote: On Feb 17, 2012, at 4:45 PM, Randy Little wrote: Don't worry I hear its all being worked on :-) Everyone has been saying this since the new roto and paint nodes came out. That's great to hear! I was pretty sure I wasn't alone, but I guess I needed to make sure… ;^) Rich Randy S. Little http://www.rslittle.com ___ 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