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: [email protected] [mailto:[email protected]] 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 <[email protected]> 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 <[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 _______________________________________________ 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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