That's unfortunate...
While I've got an ear, would there be a huge performance penalty if 
Iop::request is called from inside an rPrimitive whenever intersect_scanline 
returns true?So far this seems to be the only way to always get the materials 
working at render time
And thanks!

From: jegs...@earthlink.net
Subject: Re: [Nuke-dev] Primitive material assignment
Date: Fri, 2 Mar 2012 09:10:17 -0800
To: nuke-dev@support.thefoundry.co.uk



I don't think the default Scene::validate() method checks each primitive of a 
GeoInfo for dissimilar material assignments in order to call request() on 
them…which is an oversight.  The intention was there in the original design to 
allow each Primitive to have a separate material assignment, but it was never 
done in practice before Nuke left DD.  One obvious use for this is a particle 
system with each particle primitive is assigned a unique material.
Put in a bug report to the Foundry about it!
-jonathan
On Mar 2, 2012, at 4:11 AM, Frederich Munch wrote:Generating primitives with 
differing materials via Primitive::material_ is a bit sporadic in whether it 
woks or not, and I'm trying to figure out why.This is the error that will occur 
when this is done: "Warning: <NodeName>Interest(channels=0xf), but request() 
not called."
The GeoOp in question has three possible material assignments: input 0, 1, 
2I've tried a variety of things including calling request on the inputs in 
GeoOp::_validate as well as always iterating over all the primitives during 
GeoOp::geometry_engine and calling validate/request there.Iterating all the 
primitives during geometry_engine works -most- of the time, but seems pretty 
heavy, especially considering there's no way to test if we're actually on a 
path to rendering...
Is there any secret, or additional house-keeping that needs to be done?

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