Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-28 Thread Diogo Girondi
Good to know that I'm not the only one having major unexplainable issues with 
Nuke 8. I'm on vacations now, but past month I've spent most of time looking at 
stuck yellow pipes that took ages to process the most trivial of things while 
trying to figure out what was causing it. The not so funny thing was that most 
often than not it was near to impossible to find a culprit or a pattern. 


For me the memory management in Nuke 8 in general went kaput. From 8.0v1 to v3 
I had to constantly fallback to Nuke 7. In 8.0v5 things got a little better, 
but just enough to allow me to actually use it. My hope was that it was 
Mavericks thing, but after reading this thread I'm not so sure anymore. 







Cheers,

Diogo

On Tue, Aug 26, 2014 at 1:26 PM, Nathan Rusch nathan_ru...@hotmail.com
wrote:

 I've reported a couple of issues that may be related as well, though they 
 relate mostly to the Denoise2 node in Nuke 8.
 One is triggered by a LensDistortion node immediately following a Denoise2 
 node. Some artists here have had some luck inserting a node to attempt to 
 break filter concatenation, but it isn't a sure-fire workaround. I don't know 
 what your input trees look like upstream of the SphericalTransform node, but 
 you may want to try some desperation trick like that (if you use a Grade, 
 make sure you actually apply an adjustment operation and then reverse it with 
 a second node to prevent Nuke from optimizing it out).
 The other issue is triggered by trying to copy a channel (like rgba.blue) 
 from the output of a Denoise2 node into another tree, and then viewing the 
 Copy.
 Not to get too cynical, but I'm afraid these are just more examples of new 
 Nuke releases breaking more than they fix.
 -Nathan
 From: Michael Garrett 
 Sent: Tuesday, August 26, 2014 8:35 AM
 To: Nuke user discussion 
 Subject: Re: [Nuke-users] OT: machine won't render SphericalTransform node
 This prompted me to dig back and see my original bug report submitted around 
 the time of 8.0v1 -although I haven't checked to see if this was fixed, and I 
 didn't get sent a bug ID. The rest is a copy paste: 
 I seem to have found a repeatable bug that affects the LensDistortion node 
 under certain circumstances. If I have a film scan plate (linearised exr) 
 that has a few hot pixels in the ~500 range then the LensDistortion will slow 
 to a crawl unless I add a Clamp node in-between. Of course, it's best 
 practice to deal with those hot pixels but the LensDistortion does work fine 
 in Nuke 7.0v9.
 Actually, I just checked and this is affecting STMap as well, I figured they 
 may be using the same underlying method.
 Windows 7 Enterprise SP1.
 I've noticed this also seems to be an issue if I have, say, a cg render with 
 a bounding box. If I kill the bounding box either by cropping or extending to 
 the full image bounds then I'm back to normal speed.
 On 26 August 2014 11:00, Jed Smith jedy...@gmail.com wrote:
   I'm not sure if it's the same bug, but I have run into a similar problem 
 with LensDistortion nodes when put inline with certain other nodes. 
   Basically the image calculates extremely slowly, but if you break 
 concatenation by putting a blur or grade above the LensDistortion node, it 
 works as expected. This particular issue might be related to piz compressed 
 exrs as well.
   Anyway, it's a long shot but your issue sounded similar to this one.
   Quoted below is my email to The Foundry with the bug id and an example 
 script.
   Hope that helps!
   On Monday, 2014-08-04 at 3:10p, Jed Smith wrote:
 I have run into another instance of bug id 42159, and thought I would 
 forward it along in case it is helpful in resolving the issue. This occurs on 
 Mac OSX 10.9.3 with Nuke 8.0v5.
 Open the script and view the end of the node stack. You can hopefully 
 observe that the image calculates very slowly for the complexity of the 
 input. Notice that if you insert the provided blur node before the 
 lensdistortion node to break concatenation, the image calculates as expected.
 Interestingly, I discovered that if the input image is a piz compressed 
 sequence, this behavior occurs, but if it is a zip (1 scanline) compressed 
 image, it does not. A switch node is provided to demonstrate this.
 Would love to get this issue resolved. Thanks!
 --
 Jed Smith
 Compositor, Atomic Fiction
   On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote:
 yeah, I have tried runnign dealine jobs with only 2 and 4 threads each 
 with absolutely no results.
 Then, when I set off a single manual command line render with all 10 
 cores (20 cpus) it produced a frame after several minutes.
 On 27/08/14 01:55, matt estela wrote:
   You're probably tried this, but maybe run multiple instances of nuke, 
 each running a limited number of threads? It's how we run nuke jobs on the 
 farm on our 8 and 16 core machines, limiting them to 4 cores from memory.
   On 26/08/2014 11:51 PM, Frank Rueter|OHUfx

[Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx

Hi guys,

I am having a problem with a brand new deca core machine (64GB RAM) that 
just won't render scripts with a SphericalTransform node. Nuke loads up, 
then sits there with 0 cpu load or memory consumption and nothing happens.

Even my 4 year old laptop renders some frames  - slowly, but it renders.

I tried both windows and linux with similar results. This The inputs to 
the SphericalTransform are 2k square.


When I leave it rendering a single frame with all it's ten cores it will 
eventually do it, but about 20 times slower than it should.


Scripts without the SphericalTransform are fine.

Does anybody have any idea what is going on? I am a bit screwed as I am 
facing a huge deadline in a couple of days and can't render with the 
fastest machine in the house.


Cheers,
Frank


--
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http://ohufx.com/index.php/vfx-compositing | *workflow customisation 
and consulting http://ohufx.com/index.php/vfx-customising* *


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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Michael Garrett
I may be wrong here, but I've actually seen something like this bug with
some operations that require heavy filtering, I seem to remember it getting
introduced with Nuke 8. I submitted a bug report to The Foundry with speed
comparisons with Nuke 7.

I first noticed it with STMap then LensDistortion but it's quite possible
SphericalTransform is part of the same issue.

The machine at the time was a 12 core Windows workstation.


On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  Hi guys,

 I am having a problem with a brand new deca core machine (64GB RAM) that
 just won't render scripts with a SphericalTransform node. Nuke loads up,
 then sits there with 0 cpu load or memory consumption and nothing happens.
 Even my 4 year old laptop renders some frames  - slowly, but it renders.

 I tried both windows and linux with similar results. This The inputs to
 the SphericalTransform are 2k square.

 When I leave it rendering a single frame with all it's ten cores it will
 eventually do it, but about 20 times slower than it should.

 Scripts without the SphericalTransform are fine.

 Does anybody have any idea what is going on? I am a bit screwed as I am
 facing a huge deadline in a couple of days and can't render with the
 fastest machine in the house.

 Cheers,
 Frank


 --
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 http://ohufx.com/index.php/vfx-compositing | workflow customisation and
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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx

damn, that leaves me dead in the water.
oh well, I guess I will just go to bed and be grateful for any frame I 
see in the morning


On 27/08/14 01:31, Michael Garrett wrote:
I may be wrong here, but I've actually seen something like this bug 
with some operations that require heavy filtering, I seem to remember 
it getting introduced with Nuke 8. I submitted a bug report to The 
Foundry with speed comparisons with Nuke 7.


I first noticed it with STMap then LensDistortion but it's quite 
possible SphericalTransform is part of the same issue.


The machine at the time was a 12 core Windows workstation.


On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:


Hi guys,

I am having a problem with a brand new deca core machine (64GB
RAM) that just won't render scripts with a SphericalTransform
node. Nuke loads up, then sits there with 0 cpu load or memory
consumption and nothing happens.
Even my 4 year old laptop renders some frames  - slowly, but it
renders.

I tried both windows and linux with similar results. This The
inputs to the SphericalTransform are 2k square.

When I leave it rendering a single frame with all it's ten cores
it will eventually do it, but about 20 times slower than it should.

Scripts without the SphericalTransform are fine.

Does anybody have any idea what is going on? I am a bit screwed as
I am facing a huge deadline in a couple of days and can't render
with the fastest machine in the house.

Cheers,
Frank


-- 
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http://ohufx.com/index.php/vfx-compositing | *workflow
customisation and consulting
http://ohufx.com/index.php/vfx-customising* *


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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread matt estela
You're probably tried this, but maybe run multiple instances of nuke, each
running a limited number of threads? It's how we run nuke jobs on the farm
on our 8 and 16 core machines, limiting them to 4 cores from memory.
On 26/08/2014 11:51 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  damn, that leaves me dead in the water.
 oh well, I guess I will just go to bed and be grateful for any frame I see
 in the morning

 On 27/08/14 01:31, Michael Garrett wrote:

 I may be wrong here, but I've actually seen something like this bug with
 some operations that require heavy filtering, I seem to remember it getting
 introduced with Nuke 8. I submitted a bug report to The Foundry with speed
 comparisons with Nuke 7.

  I first noticed it with STMap then LensDistortion but it's quite
 possible SphericalTransform is part of the same issue.

  The machine at the time was a 12 core Windows workstation.


 On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  Hi guys,

 I am having a problem with a brand new deca core machine (64GB RAM) that
 just won't render scripts with a SphericalTransform node. Nuke loads up,
 then sits there with 0 cpu load or memory consumption and nothing happens.
 Even my 4 year old laptop renders some frames  - slowly, but it renders.

 I tried both windows and linux with similar results. This The inputs to
 the SphericalTransform are 2k square.

 When I leave it rendering a single frame with all it's ten cores it will
 eventually do it, but about 20 times slower than it should.

 Scripts without the SphericalTransform are fine.

 Does anybody have any idea what is going on? I am a bit screwed as I am
 facing a huge deadline in a couple of days and can't render with the
 fastest machine in the house.

 Cheers,
 Frank


 --
   [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing
 http://ohufx.com/index.php/vfx-compositing | workflow customisation and
 consulting http://ohufx.com/index.php/vfx-customising *

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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx
yeah, I have tried runnign dealine jobs with only 2 and 4 threads each 
with absolutely no results.
Then, when I set off a single manual command line render with all 10 
cores (20 cpus) it produced a frame after several minutes.



On 27/08/14 01:55, matt estela wrote:


You're probably tried this, but maybe run multiple instances of nuke, 
each running a limited number of threads? It's how we run nuke jobs on 
the farm on our 8 and 16 core machines, limiting them to 4 cores from 
memory.


On 26/08/2014 11:51 PM, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:


damn, that leaves me dead in the water.
oh well, I guess I will just go to bed and be grateful for any
frame I see in the morning

On 27/08/14 01:31, Michael Garrett wrote:

I may be wrong here, but I've actually seen something like this
bug with some operations that require heavy filtering, I seem to
remember it getting introduced with Nuke 8. I submitted a bug
report to The Foundry with speed comparisons with Nuke 7.

I first noticed it with STMap then LensDistortion but it's quite
possible SphericalTransform is part of the same issue.

The machine at the time was a 12 core Windows workstation.


On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com
mailto:fr...@ohufx.com wrote:

Hi guys,

I am having a problem with a brand new deca core machine
(64GB RAM) that just won't render scripts with a
SphericalTransform node. Nuke loads up, then sits there with
0 cpu load or memory consumption and nothing happens.
Even my 4 year old laptop renders some frames  - slowly, but
it renders.

I tried both windows and linux with similar results. This The
inputs to the SphericalTransform are 2k square.

When I leave it rendering a single frame with all it's ten
cores it will eventually do it, but about 20 times slower
than it should.

Scripts without the SphericalTransform are fine.

Does anybody have any idea what is going on? I am a bit
screwed as I am facing a huge deadline in a couple of days
and can't render with the fastest machine in the house.

Cheers,
Frank


-- 
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http://ohufx.com/index.php/vfx-compositing | *workflow
customisation and consulting
http://ohufx.com/index.php/vfx-customising* *


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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Jed Smith
I'm not sure if it's the same bug, but I have run into a similar problem with 
LensDistortion nodes when put inline with certain other nodes.  

Basically the image calculates extremely slowly, but if you break concatenation 
by putting a blur or grade above the LensDistortion node, it works as expected. 
This particular issue might be related to piz compressed exrs as well.

Anyway, it's a long shot but your issue sounded similar to this one.

Quoted below is my email to The Foundry with the bug id and an example script.

Hope that helps!


On Monday, 2014-08-04 at 3:10p, Jed Smith wrote:

 I have run into another instance of bug id 42159, and thought I would forward 
 it along in case it is helpful in resolving the issue. This occurs on Mac OSX 
 10.9.3 with Nuke 8.0v5.
 
 Open the script and view the end of the node stack. You can hopefully observe 
 that the image calculates very slowly for the complexity of the input. Notice 
 that if you insert the provided blur node before the lensdistortion node to 
 break concatenation, the image calculates as expected.
 
 Interestingly, I discovered that if the input image is a piz compressed 
 sequence, this behavior occurs, but if it is a zip (1 scanline) compressed 
 image, it does not. A switch node is provided to demonstrate this.
 
 Would love to get this issue resolved. Thanks!
 
 --
 Jed Smith
 Compositor, Atomic Fiction




On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote:

 yeah, I have tried runnign dealine jobs with only 2 and 4 threads each with 
 absolutely no results.
 Then, when I set off a single manual command line render with all 10 cores 
 (20 cpus) it produced a frame after several minutes.
 
 
 On 27/08/14 01:55, matt estela wrote:
  You're probably tried this, but maybe run multiple instances of nuke, each 
  running a limited number of threads? It's how we run nuke jobs on the farm 
  on our 8 and 16 core machines, limiting them to 4 cores from memory. 
  On 26/08/2014 11:51 PM, Frank Rueter|OHUfx fr...@ohufx.com 
  (mailto:fr...@ohufx.com) wrote:
   damn, that leaves me dead in the water.
   oh well, I guess I will just go to bed and be grateful for any frame I 
   see in the morning
   
   On 27/08/14 01:31, Michael Garrett wrote:
I may be wrong here, but I've actually seen something like this bug 
with some operations that require heavy filtering, I seem to remember 
it getting introduced with Nuke 8. I submitted a bug report to The 
Foundry with speed comparisons with Nuke 7. 

I first noticed it with STMap then LensDistortion but it's quite 
possible SphericalTransform is part of the same issue. 

The machine at the time was a 12 core Windows workstation. 


On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com 
(mailto:fr...@ohufx.com) wrote:
 Hi guys,
 
 I am having a problem with a brand new deca core machine (64GB RAM) 
 that just won't render scripts with a SphericalTransform node. Nuke 
 loads up, then sits there with 0 cpu load or memory consumption and 
 nothing happens.
 Even my 4 year old laptop renders some frames  - slowly, but it 
 renders.
 
 I tried both windows and linux with similar results. This The inputs 
 to the SphericalTransform are 2k square.
 
 When I leave it rendering a single frame with all it's ten cores it 
 will eventually do it, but about 20 times slower than it should.
 
 Scripts without the SphericalTransform are fine.
 
 Does anybody have any idea what is going on? I am a bit screwed as I 
 am facing a huge deadline in a couple of days and can't render with 
 the fastest machine in the house.
 
 Cheers,
 Frank
 
 
 -- 
 vfx compositing (http://ohufx.com/index.php/vfx-compositing) | 
 workflow customisation and consulting 
 (http://ohufx.com/index.php/vfx-customising) 
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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Michael Garrett
This prompted me to dig back and see my original bug report submitted
around the time of 8.0v1 -although I haven't checked to see if this was
fixed, and I didn't get sent a bug ID. The rest is a copy paste:

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


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


Windows 7 Enterprise SP1.



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


On 26 August 2014 11:00, Jed Smith jedy...@gmail.com wrote:

  I'm not sure if it's the same bug, but I have run into a similar problem
 with LensDistortion nodes when put inline with certain other nodes.

 Basically the image calculates extremely slowly, but if you break
 concatenation by putting a blur or grade above the LensDistortion node, it
 works as expected. This particular issue might be related to piz compressed
 exrs as well.

 Anyway, it's a long shot but your issue sounded similar to this one.

 Quoted below is my email to The Foundry with the bug id and an example
 script.

 Hope that helps!

 On Monday, 2014-08-04 at 3:10p, Jed Smith wrote:

 I have run into another instance of bug id 42159, and thought I would
 forward it along in case it is helpful in resolving the issue. This occurs
 on Mac OSX 10.9.3 with Nuke 8.0v5.

 Open the script and view the end of the node stack. You can hopefully
 observe that the image calculates very slowly for the complexity of the
 input. Notice that if you insert the provided blur node before the
 lensdistortion node to break concatenation, the image calculates as
 expected.

 Interestingly, I discovered that if the input image is a piz compressed
 sequence, this behavior occurs, but if it is a zip (1 scanline) compressed
 image, it does not. A switch node is provided to demonstrate this.

 Would love to get this issue resolved. Thanks!

 --
 Jed Smith
 Compositor, Atomic Fiction

  On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote:

  yeah, I have tried runnign dealine jobs with only 2 and 4 threads each
 with absolutely no results.
 Then, when I set off a single manual command line render with all 10 cores
 (20 cpus) it produced a frame after several minutes.


 On 27/08/14 01:55, matt estela wrote:

 You're probably tried this, but maybe run multiple instances of nuke, each
 running a limited number of threads? It's how we run nuke jobs on the farm
 on our 8 and 16 core machines, limiting them to 4 cores from memory.
 On 26/08/2014 11:51 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  damn, that leaves me dead in the water.
 oh well, I guess I will just go to bed and be grateful for any frame I see
 in the morning

 On 27/08/14 01:31, Michael Garrett wrote:

 I may be wrong here, but I've actually seen something like this bug with
 some operations that require heavy filtering, I seem to remember it getting
 introduced with Nuke 8. I submitted a bug report to The Foundry with speed
 comparisons with Nuke 7.

  I first noticed it with STMap then LensDistortion but it's quite
 possible SphericalTransform is part of the same issue.

  The machine at the time was a 12 core Windows workstation.


 On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com wrote:

  Hi guys,

 I am having a problem with a brand new deca core machine (64GB RAM) that
 just won't render scripts with a SphericalTransform node. Nuke loads up,
 then sits there with 0 cpu load or memory consumption and nothing happens.
 Even my 4 year old laptop renders some frames  - slowly, but it renders.

 I tried both windows and linux with similar results. This The inputs to
 the SphericalTransform are 2k square.

 When I leave it rendering a single frame with all it's ten cores it will
 eventually do it, but about 20 times slower than it should.

 Scripts without the SphericalTransform are fine.

 Does anybody have any idea what is going on? I am a bit screwed as I am
 facing a huge deadline in a couple of days and can't render with the
 fastest machine in the house.

 Cheers,
 Frank


 --
   [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing
 http://ohufx.com/index.php/vfx-compositing | workflow customisation and
 consulting http://ohufx.com/index.php/vfx-customising *

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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Nathan Rusch
I've reported a couple of issues that may be related as well, though they 
relate mostly to the Denoise2 node in Nuke 8.

One is triggered by a LensDistortion node immediately following a Denoise2 
node. Some artists here have had some luck inserting a node to attempt to break 
filter concatenation, but it isn't a sure-fire workaround. I don't know what 
your input trees look like upstream of the SphericalTransform node, but you may 
want to try some desperation trick like that (if you use a Grade, make sure you 
actually apply an adjustment operation and then reverse it with a second node 
to prevent Nuke from optimizing it out).

The other issue is triggered by trying to copy a channel (like rgba.blue) from 
the output of a Denoise2 node into another tree, and then viewing the Copy.

Not to get too cynical, but I'm afraid these are just more examples of new Nuke 
releases breaking more than they fix.

-Nathan



From: Michael Garrett 
Sent: Tuesday, August 26, 2014 8:35 AM
To: Nuke user discussion 
Subject: Re: [Nuke-users] OT: machine won't render SphericalTransform node

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

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



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



Windows 7 Enterprise SP1.





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




On 26 August 2014 11:00, Jed Smith jedy...@gmail.com wrote:

  I'm not sure if it's the same bug, but I have run into a similar problem with 
LensDistortion nodes when put inline with certain other nodes. 


  Basically the image calculates extremely slowly, but if you break 
concatenation by putting a blur or grade above the LensDistortion node, it 
works as expected. This particular issue might be related to piz compressed 
exrs as well.

  Anyway, it's a long shot but your issue sounded similar to this one.


  Quoted below is my email to The Foundry with the bug id and an example script.


  Hope that helps!


  On Monday, 2014-08-04 at 3:10p, Jed Smith wrote:

I have run into another instance of bug id 42159, and thought I would 
forward it along in case it is helpful in resolving the issue. This occurs on 
Mac OSX 10.9.3 with Nuke 8.0v5.

Open the script and view the end of the node stack. You can hopefully 
observe that the image calculates very slowly for the complexity of the input. 
Notice that if you insert the provided blur node before the lensdistortion node 
to break concatenation, the image calculates as expected.

Interestingly, I discovered that if the input image is a piz compressed 
sequence, this behavior occurs, but if it is a zip (1 scanline) compressed 
image, it does not. A switch node is provided to demonstrate this.

Would love to get this issue resolved. Thanks!

--
Jed Smith
Compositor, Atomic Fiction
  On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote:

yeah, I have tried runnign dealine jobs with only 2 and 4 threads each with 
absolutely no results.
Then, when I set off a single manual command line render with all 10 cores 
(20 cpus) it produced a frame after several minutes.



On 27/08/14 01:55, matt estela wrote:

  You're probably tried this, but maybe run multiple instances of nuke, 
each running a limited number of threads? It's how we run nuke jobs on the farm 
on our 8 and 16 core machines, limiting them to 4 cores from memory.

  On 26/08/2014 11:51 PM, Frank Rueter|OHUfx fr...@ohufx.com wrote:

damn, that leaves me dead in the water.
oh well, I guess I will just go to bed and be grateful for any frame I 
see in the morning


On 27/08/14 01:31, Michael Garrett wrote:

  I may be wrong here, but I've actually seen something like this bug 
with some operations that require heavy filtering, I seem to remember it 
getting introduced with Nuke 8. I submitted a bug report to The Foundry with 
speed comparisons with Nuke 7. 

  I first noticed it with STMap then LensDistortion but it's quite 
possible SphericalTransform is part of the same issue.

  The machine at the time was a 12 core Windows workstation.



  On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com wrote:

Hi guys,

I am having a problem

Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx
Thanks Jed, all my exrs are zip compressed and there is no concatenation 
upstream of the SphericalTransform in my script.


Just installing Nuke 7 to see if that behaves any differnt


On 27/08/14 03:00, Jed Smith wrote:
I'm not sure if it's the same bug, but I have run into a similar 
problem with LensDistortion nodes when put inline with certain other 
nodes.


Basically the image calculates extremely slowly, but if you break 
concatenation by putting a blur or grade above the LensDistortion 
node, it works as expected. This particular issue might be related to 
piz compressed exrs as well.


Anyway, it's a long shot but your issue sounded similar to this one.

Quoted below is my email to The Foundry with the bug id and an example 
script.


Hope that helps!

On Monday, 2014-08-04 at 3:10p, Jed Smith wrote:

I have run into another instance of bug id 42159, and thought I would 
forward it along in case it is helpful in resolving the issue. This 
occurs on Mac OSX 10.9.3 with Nuke 8.0v5.


Open the script and view the end of the node stack. You can hopefully 
observe that the image calculates very slowly for the complexity of 
the input. Notice that if you insert the provided blur node before 
the lensdistortion node to break concatenation, the image calculates 
as expected.


Interestingly, I discovered that if the input image is a piz 
compressed sequence, this behavior occurs, but if it is a zip (1 
scanline) compressed image, it does not. A switch node is provided to 
demonstrate this.


Would love to get this issue resolved. Thanks!

--
Jed Smith
Compositor, Atomic Fiction


On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote:

yeah, I have tried runnign dealine jobs with only 2 and 4 threads 
each with absolutely no results.
Then, when I set off a single manual command line render with all 10 
cores (20 cpus) it produced a frame after several minutes.



On 27/08/14 01:55, matt estela wrote:


You're probably tried this, but maybe run multiple instances of 
nuke, each running a limited number of threads? It's how we run nuke 
jobs on the farm on our 8 and 16 core machines, limiting them to 4 
cores from memory.


On 26/08/2014 11:51 PM, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:

damn, that leaves me dead in the water.
oh well, I guess I will just go to bed and be grateful for any 
frame I see in the morning


On 27/08/14 01:31, Michael Garrett wrote:
I may be wrong here, but I've actually seen something like this 
bug with some operations that require heavy filtering, I seem to 
remember it getting introduced with Nuke 8. I submitted a bug 
report to The Foundry with speed comparisons with Nuke 7.


I first noticed it with STMap then LensDistortion but it's quite 
possible SphericalTransform is part of the same issue.


The machine at the time was a 12 core Windows workstation.


On 26 August 2014 08:45, Frank Rueter|OHUfx fr...@ohufx.com 
mailto:fr...@ohufx.com wrote:

Hi guys,

I am having a problem with a brand new deca core machine (64GB 
RAM) that just won't render scripts with a SphericalTransform 
node. Nuke loads up, then sits there with 0 cpu load or memory 
consumption and nothing happens.
Even my 4 year old laptop renders some frames  - slowly, but it 
renders.


I tried both windows and linux with similar results. This The 
inputs to the SphericalTransform are 2k square.


When I leave it rendering a single frame with all it's ten cores 
it will eventually do it, but about 20 times slower than it should.


Scripts without the SphericalTransform are fine.

Does anybody have any idea what is going on? I am a bit screwed 
as I am facing a huge deadline in a couple of days and can't 
render with the fastest machine in the house.


Cheers,
Frank


--
ohufxLogo 50x50 http://www.ohufx.com 	*vfx compositing 
http://ohufx.com/index.php/vfx-compositing | *workflow 
customisation and consulting 
http://ohufx.com/index.php/vfx-customising* *



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Re: [Nuke-users] OT: machine won't render SphericalTransform node

2014-08-26 Thread Frank Rueter|OHUfx

Ok, thanks everybody for chiming in here, very much appreciated!!

I will give Nuke 7 a go and see if that's any different.
I have had weird scenarios where a full tree using a SphericalTrnasform 
node in the middle of it rendered ok-ish, but when I tried to pre-render 
just the SphericalTransform output from the same nuke script, it would 
take too long to be feasible.


I will update this thread if I find anything.

Cheers,
frank


On 27/08/14 04:25, Nathan Rusch wrote:
I've reported a couple of issues that may be related as well, though 
they relate mostly to the Denoise2 node in Nuke 8.
One is triggered by a LensDistortion node immediately following a 
Denoise2 node. Some artists here have had some luck inserting a node 
to attempt to break filter concatenation, but it isn't a sure-fire 
workaround. I don't know what your input trees look like upstream of 
the SphericalTransform node, but you may want to try some desperation 
trick like that (if you use a Grade, make sure you actually apply an 
adjustment operation and then reverse it with a second node to prevent 
Nuke from optimizing it out).
The other issue is triggered by trying to copy a channel (like 
rgba.blue) from the output of a Denoise2 node into another tree, and 
then viewing the Copy.
Not to get too cynical, but I'm afraid these are just more examples of 
new Nuke releases breaking more than they fix.

-Nathan

*From:* Michael Garrett mailto:michaeld...@gmail.com
*Sent:* Tuesday, August 26, 2014 8:35 AM
*To:* Nuke user discussion mailto:nuke-users@support.thefoundry.co.uk
*Subject:* Re: [Nuke-users] OT: machine won't render 
SphericalTransform node
This prompted me to dig back and see my original bug report submitted 
around the time of 8.0v1 -although I haven't checked to see if this 
was fixed, and I didn't get sent a bug ID. The rest is a copy paste:


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


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


Windows 7 Enterprise SP1.

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




On 26 August 2014 11:00, Jed Smith jedy...@gmail.com 
mailto:jedy...@gmail.com wrote:


I'm not sure if it's the same bug, but I have run into a similar
problem with LensDistortion nodes when put inline with certain
other nodes.

Basically the image calculates extremely slowly, but if you break
concatenation by putting a blur or grade above the LensDistortion
node, it works as expected. This particular issue might be related
to piz compressed exrs as well.
Anyway, it's a long shot but your issue sounded similar to this one.

Quoted below is my email to The Foundry with the bug id and an
example script.

Hope that helps!

On Monday, 2014-08-04 at 3:10p, Jed Smith wrote:


I have run into another instance of bug id 42159, and thought I
would forward it along in case it is helpful in resolving the
issue. This occurs on Mac OSX 10.9.3 with Nuke 8.0v5.
Open the script and view the end of the node stack. You can
hopefully observe that the image calculates very slowly for the
complexity of the input. Notice that if you insert the provided
blur node before the lensdistortion node to break concatenation,
the image calculates as expected.
Interestingly, I discovered that if the input image is a piz
compressed sequence, this behavior occurs, but if it is a zip (1
scanline) compressed image, it does not. A switch node is
provided to demonstrate this.
Would love to get this issue resolved. Thanks!
--
Jed Smith
Compositor, Atomic Fiction


On Tuesday, 2014-08-26 at 7:07a, Frank Rueter|OHUfx wrote:


yeah, I have tried runnign dealine jobs with only 2 and 4 threads
each with absolutely no results.
Then, when I set off a single manual command line render with all
10 cores (20 cpus) it produced a frame after several minutes.


On 27/08/14 01:55, matt estela wrote:


You're probably tried this, but maybe run multiple instances of
nuke, each running a limited number of threads? It's how we run
nuke jobs on the farm on our 8 and 16 core machines, limiting
them to 4 cores from memory.

On 26/08/2014 11:51 PM, Frank Rueter|OHUfx fr...@ohufx.com
mailto:fr...@ohufx.com wrote:

damn, that leaves me dead in the water.
oh well, I guess I will just go to bed and be grateful for any
frame I see