Don't know if this is what you're after, but if you're filling in a tile
from a single-threaded call (or within a locked thread in engine), there's
a "multi threaded" argument in the tile constructor that should make it
spawn threads to fill the tile.

But as Colin said, you may want to avoid doing that within an already
threaded block in engine.
 On Feb 8, 2015 5:30 AM, "Colin Doncaster" <[email protected]>
wrote:

> But you don't want to do that in engine() as it will cause a huge number
> of threads to be spawned.
>
>
> On Feb 8, 2015, at 6:31 AM, Mike Wong | ax.gmail <[email protected]>
> wrote:
>
> or you want some speedup when you actually pull the data ?
>
> e.g. create a Tile from upstream ?
>
>
> http://docs.thefoundry.co.uk/nuke/90/ndkreference/Plugins/classDD_1_1Image_1_1RowCacheTile.html
>
> the 'mt' thread is your friend.
>
>
> On Sat, Feb 7, 2015 at 8:01 AM, Johannes Saam <[email protected]>
> wrote:
>
>> Hey!
>>
>> does iop-request internally cut the requested area up and thread it
>> properly? I am in a situation where i want the entire image requested. And
>> thought i could speed it up by threading it using Thread::spawn and then
>> call request n times ( one block per thread ) but i am not seeing much
>> improvement. Is that handled by nuke? As in does it get cut up and then
>> passed to _request?
>>
>> If not i can post the threading example code here and people could do
>> that if need be.
>>
>> Thanks
>> jo
>>
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