RE: [Nuke-users] RotoPaint Speed Concerns

2012-02-21 Thread John Vanderbeck
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

2012-02-21 Thread Rich Bobo
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

2012-02-21 Thread Howard Jones
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

2012-02-17 Thread randy Little
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

2012-02-17 Thread Richard Bobo
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

2012-02-17 Thread Howard Jones
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

2012-02-17 Thread Richard Bobo

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

2012-02-17 Thread Richard Bobo

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

2012-02-17 Thread Randy Little
 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

2012-02-17 Thread Richard Bobo

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

2012-02-17 Thread Howard Jones
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

2012-02-17 Thread Jonathan Egstad
 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

2012-02-17 Thread ari Rubenstein
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

2012-02-17 Thread Howard Jones
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

2012-02-17 Thread Randy Little
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

2012-02-17 Thread Richard Bobo

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

2012-02-17 Thread Richard Bobo
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