Yes we face lots of that here on Linux but also happens on OSX, and sometimes the app simply crashes.
But in our case I've managed to pin-point the problem to really large frame numbers. When working with frame numbers of 8+ digits things start to get nasty because of a bug that Nuke has while drawing the curves in OpenGL for huge frame numbers. I've sent that to support in the past and it seems that the problem was reduced/fixed in 6.3v7. I couldn't test that yet since we're still running 6.3v6. If you're dealing with large frame ranges try to offset them to more reasonable numbers and see if the problem goes away. It tends to work here. I usually don't face much problems with frame ranges of up to 6 digits. cheers, diogo On Wed, May 2, 2012 at 10:23 PM, Marten Blumen <[email protected]> wrote: > It's single-threaded, like the roto node; both are slow with lots of > curves. > > > On 3 May 2012 11:56, Brogan Ross <[email protected]> wrote: > >> Anyone else run into the issue where switching over to the Curve Editor >> pane locks up Nuke for a little while? There's some artists saying it >> freezes Nuke for a couple minutes. I guess it makes sense if they have a >> lot of curves open. >> >> Any ideas? >> >> >> Thanks >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > > > _______________________________________________ > 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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