Is it possible to get the invalid channel names rather than a NoneType returned?
It seems that somehow it is possible to modify the default layers to include non-default/non-existent channels. 'redguard.glow' for example. If an artist brings in an outside gizmo to use, they sometimes contain invalid channels. I'm trying to query the available channels, but nuke returning NoneType when an invalid channel is found. For example, my alpha layer on this script has a bunch of invalid channels. Script source: add_layer {alpha alpha.red alpha.green alpha.blue alpha.alpha alpha.Gmatte alpha.G_matte rga.alpha} >From nuke script editor: print nuke.Layer('alpha').channels() # Result: ['rgba.alpha', 'alpha.red', 'alpha.green', 'alpha.blue', None, None, None, None] I was hoping to see 'alpha.Gmatte' et ceterra. Perhaps this is the reason these extra channels cause so much trouble. I may be barking up the wrong tree. Is there a better way of dealing with these invalid channels? Thanks for reading, Jesse
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