RotoPaint7

There has been lots of back in forth at my work about Nuke 7. I am also seeing that people are searching for problems with the Nuke 7 rotoPaint.

Our setup now is Nuke6.3v9[which has its own set of horrible problems]. Nuke6.3v9 is our main install that is also on the render farm. We also have Nuke7v2 on our boxes for use of the tracker and other nodes that are hand over fist better.

Here's the problem. As good as Nuke 7 is if you live in RotoPaint then you need it to work. As broken as it is in Nuke6.3v9, at least we know the gotchas, and how to get around them. You can't worry that you are going to crash and lose everything. Yes, that has happened to all of us. The Foundry says it was a crupted script. They would be right but this never happened before so often. We are also getting roto after a crash that is placed at 0,0 in the viewer. Also not awesome.

I love the new tracker in Nuke 7. I love the modeler. I love the RAM playback. None of this means anything if I can't consistently roto and also paint. Consistently I mean, I don't want to have to worry about losing a huge amount of work because of problems in the latest build.

As visual effects artists we need our basic tools and if those tools are broken it doesn't matter how cool and easy to use the modeler is. I might not have to use the modeler but I most definitely have to make a matte and create a clean plate.

90% doesn't count in visual effects. Only 100% will do.

I have always got a sense from The Foundry that being the best and having the best tools is there number one goal. Furnace has always been awesome. They have always listened. I hope they are now.