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 <[email protected]> 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 <[email protected]> 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 <[email protected]>
>>> To: Nuke user discussion <[email protected]>
>>> 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
>>>
>>> [email protected], http://forums.thefoundry.co.uk/
>>>
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>>
>>>
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