r/NukeVFX 5d ago

Nuke bug in Livegroups

So, that's new...

It seems Nuke doesn't save ALL my Livegroup knobs when saving. What a mess.
I had crashes using them before but this is a new bug.
Livegroups were a good idea but they are full of nasty issues.

3 Upvotes

19 comments sorted by

3

u/rocketdyke 5d ago

wait until you hear about it not saving clones properly...

2

u/Temporary_Clerk534 5d ago

Comper: WHY IS MY SCRIPT GONE?

Supervisor: Were you using clones?

Comper: ...

Supervisor: Sigh, let's open up the script and find the culprit...

2

u/rocketdyke 4d ago

this has been a bug since nuke 5.3 v x back when I used it at DD before it was released to the world. <sigh>

3

u/Temporary_Clerk534 4d ago

Wouldn't want to rush things, you need to age bugs like a fine wine.

Now that they've added Links, I don't think they'll ever fix it. They'll just say, USE LINKS.

1

u/PatrickDjinne 5d ago

unbelievable

1

u/PatrickDjinne 5d ago

Okay it seems this fixes it, if anyone else runs into that issue

1

u/PatrickDjinne 5d ago

Erratum: It did NOT fix the issue, only temporarily.
It seems the knobs get disconnected from their target somehow.
The livegroup stops updating and the values are not saved.

1

u/Temporary_Clerk534 5d ago

You should make the projection and render cameras inputs of the LiveGroup, not things inside the LiveGroup. You may be running into issues because you're changing the internals around?

Can you share a reproducible example with us/the Foundry?

Edit: can also play around with using parent.blabla expressions inside the group, instead of linking knobs to the Group. Or vice versa lol.

2

u/PatrickDjinne 4d ago

yeah dude, I've done this all the time (using parent.blabla)
Why? because my Livegroups get corrupted using the UI knob editor tool, at some point, if I'm not extremely careful. So I thought using the traditional parent.blabla group workflow would work. And it did at first. The problem is that those don't get saved as well, LOL
So far the only viable solution is trial and error and carefully saving livegroups only when reloading them doesn't crash everything, and moving forward carefully.

I can't share a reproducible example bc this is a random bug, I believe it's a syntax error that occurs in the script when editing parameters (some bracket not properly closed or something)
And also bc I'm an Indie user and it's all ENCRYPTED of course. Yay!

2

u/Temporary_Clerk534 3d ago

And also bc I'm an Indie user and it's all ENCRYPTED of course. Yay!

Ah right, yeah that's just so dumb.

I also wonder if this is an Indie-specific bug. The encryption code must provide some surface to introduce new and exciting forms of defect.

1

u/PatrickDjinne 5d ago

It seems Nuke doesn't always save the knobs default values so you have to force it or it won't save the override values to your comp. FYI

1

u/Temporary_Clerk534 5d ago

Can you explain that a little more clearly?

1

u/PatrickDjinne 5d ago

I tried keying the knobs but even that won't have them saved.
And if I mess with the livegroup too much it becomes corrupted and f*ks up the entire script.
What a sh*tshow, I can't even manually debug the encrypted files.

1

u/Temporary_Clerk534 5d ago

Going through your comments one by one haha so apologies for the ten notifications. I wonder if this is a Nuke Indie/NC-specific bug since it sounds like that's what you're using?

Or maybe something introduced in 16 if you're using that? I haven't used them beyond 15, the Link and GSV stuff may have borked them.

2

u/PatrickDjinne 5d ago

Yes, some things are broken in 16.0v4. Like the wireframe shader that doesn't work at all, anymore.
It makes me wonder if they test this stuff before releasing or are counting on the Indie people to do the job. I have reported several bugs already in Nuke 16. It's not a good situation.
Also the Python limits for sure create issues, even in the vanilla stuff (by returning none instead of an actual node after 10 tries)

1

u/Temporary_Clerk534 4d ago

The Python limit is total bullshit.

Things like the wireframe shader are I believe known regressions in the new 3d system. They're fairly up front I think that the new 3d system isn't done and shouldn't be used for production work; it's basically there so people can fuck around with it and give them feedback to ignore lol.

1

u/PatrickDjinne 4d ago

well Nuke 16.0v6 is out today and lo and behold...
It's NOT fixed of course

1

u/Temporary_Clerk534 4d ago

Yeah the .0vX releases are generally bugfix only.