What do you mean by cooked?

On Sat, Jul 13, 2013 at 3:40 PM, Elias Ericsson Rydberg <
[email protected]> wrote:

> I'm not sure, but I think this is why the autowrite uses tcl as an
> intermediate step. Tcl updates all the time, python updates only when asked
> (right?). I think Frank Reuter talks about this in one of the free
> tutorials the foundry made available on youtube.
>
> Does nodes in nuke re-evaluate python code when the node is "cooked"? I
> guess that if you re-submitted a script it would automatically do it as a
> new version for instance?
>
> 13 jul 2013 kl. 19:32 skrev Brogan Ross <[email protected]>:
>
> Basically,we have a gizmo with a couple knobs, and a callback that would
> update the path on the internal write knob when those values were changed.
>  Since it wasn't working, I added the knobs and callback to a Write node,
> so we could just give people the Write with a couple extra controls.
>  However, once I put those knobs and the callback on the Write node, put
> the Write node into a gizmo, and picked up the knobs it seems to render
> fine.  Like I said, I'm not sure why it works that way, but I'm glad it
> does.
>
>
>
> On Sat, Jul 13, 2013 at 6:55 AM, Diogo Girondi <[email protected]>wrote:
>
>> Glad it now works, because It's hard to say what it might be without
>> actually looking at what you're doing :)
>>
>> But usually when this happens is due to what I was talking about, a
>> dependency with a knob that isn't being saved or re-set via a callback.
>>
>> Here I use a gizmo to replace the Write node which has basic options and
>> get's it's settings from Shotgun. That way I ensure that a entire project
>> is using the same settings no matter what and if I need to change something
>> for some reason I don't need to inform people to change their write nodes,
>> just re-submit their renders.
>>
>>
>> Cheers,
>> Diogo
>>
>>
>> On Fri, Jul 12, 2013 at 4:35 PM, Brogan Ross <[email protected]>wrote:
>>
>>> Well, I'm not sure why this works, but it does.
>>> I took the knobs that I was using as controls and added them to the
>>> write node inside my gizmo, then picked them up onto the gizmo itself.  If
>>> I get a chance I'll poke around with it and see if I can figure out why it
>>> works.
>>>
>>>
>>> On Fri, Jul 12, 2013 at 9:16 AM, Brogan Ross <[email protected]>wrote:
>>>
>>>> Diogo,
>>>>    That doesn't seem to have helped.  As soon as I read your response,
>>>> I went 'oh duh', so I was surprised it didn't work out.  Though, I know
>>>> that the filename is getting set correctly on the internal write node
>>>> because I have a callback that's creating the folders.
>>>>
>>>>
>>>> Elias,
>>>>    We're actually trying to go the gizmo route this time.  But, if I
>>>> can't get this to work, then we'll have to do something similar to what you
>>>> pointed out.  We just wanted to give artist's a simplified ui for handling
>>>> writes.
>>>>
>>>>
>>>> On Fri, Jul 12, 2013 at 6:22 AM, Elias Ericsson Rydberg <
>>>> [email protected]> wrote:
>>>>
>>>>> http://www.nukepedia.com/python/nodegraph/autowrite
>>>>>
>>>>> This is a different approach to the same problem. You can quite easily
>>>>> modify it to fit your own directory structure.
>>>>>
>>>>> Cheers,
>>>>> Elias
>>>>>
>>>>> 12 jul 2013 kl. 03:32 skrev Brogan Ross <[email protected]>:
>>>>>
>>>>> I'm running into an issue with putting a  Write node inside a gizmo.
>>>>>  It's a pretty simple idea.  Give the users some values to change, and run
>>>>> a knob changed callback to set the values on the internal Write node.
>>>>>
>>>>> It works when you keep it setup as a Group, but as soon as I covert it
>>>>> to a gizmo, I get errors when trying to do a cmd line render
>>>>>
>>>>> writeGizmo.writeNode: //path/to/files: has no valid channels - nothing
>>>>> to write.
>>>>>
>>>>> I've tried picking the channel knob and putting on the gizmo, creating
>>>>> an expression to the Write node's channels knob, and just leaving it alone
>>>>> inside the gizmo.  But no matter what I get that error during render.  I
>>>>> know it must be possible to do this, since other studios have done it, and
>>>>> it's even in the docs.  Anyone have any suggestions on what to look into?
>>>>>
>>>>> Thanks
>>>>>
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>>>>
>>>
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