I'm still not sure that this breaks anything, but it might... My main
thing though is that we should have the ability to remove/rename
channels from the script through python, for example (not just add
them, like it works now).

On Thu, Nov 24, 2011 at 11:44 AM, Dan Walker <walkerd...@gmail.com> wrote:
> Since posting this has there been any response from the foundry? Anyone?
>
> And since this isn't necessarily a bug, will they do anything about it our
> is it up to the community to write code that searches for these problematic
> issues.
>
> Dan
>
> On Nov 24, 2011 10:49 AM, "pixelcowbo...@gmail.com"
> <pixelcowbo...@gmail.com> wrote:
>>
>> I saw this same thing yesterday with shuffle nodes. At some point the
>> script started saving under the syntax you mentioned (in {rgba.red
>> rgba.green rgba.blue rgba.alpha}, and the script broke. Not sure if it
>> is related to the channels though, but redguard is present, as was
>> rgba.beta (which is the main one that is in a lot of our gizmos).
>> Funny thing about rgba.beta is that you don't seem to be able to
>> create this channel through the interface (you get a  'Can't change
>> built in Layer' error), but you can do it through python:
>>
>> nuke.Layer("rgba",['rgba.red', 'rgba.green', 'rgba.blue',
>> 'rgba.alpha','rgba.beta'])
>>
>> Maybe something about it is confusing nuke and corrupting the scripts?
>>
>>
>>
>> On Tue, Nov 22, 2011 at 5:13 AM, Howard Jones <mrhowardjo...@yahoo.com>
>> wrote:
>> >
>> > Hi
>> > I'm not sure this gets to the nut of another issue where the channels
>> > get upset,
>> > but on a related gizmo contamination question could anyone confirm if
>> > they have this in Frank's edgeExtend?
>> >  Blur {
>> >   channels {rgba.red rgba.green rgba.blue rgba.alpha}
>> > instead of
>> >  Blur {
>> >   channels rgba
>> > which I believe is correct (for Nuke 6.2+ anyway)
>> >
>> > I'm mentioning it  as if that is the case then it could be that Gizmos
>> > with this issue could contaminate and break scripts.
>> > I have it here, but it could be, it has been corrupted since.
>> >
>> > Howard
>> >
>> > ________________________________
>> > From: Ned Wilson <nedwil...@gmail.com>
>> > To: Nuke user discussion <nuke-users@support.thefoundry.co.uk>
>> > Sent: Tuesday, 22 November 2011, 2:55
>> > Subject: Re: [Nuke-users] ??? redguard1.glow ???
>> >
>> > Chris,
>> >
>> > I have seen "horizon.matte" as well.
>> >
>> >
>> > On Nov 21, 2011, at 4:21 PM, chris wrote:
>> >
>> > > hmm, found two gizmos with redguard1.glow on my machine:
>> > >
>> > > bokeh_blur_jb_v03_1.gizmo
>> > > Bokeh_Blur.gizmo
>> > >
>> > > i probably got them of nukepedia or vfxtalk
>> > >
>> > > might be a good moment that everybody scans their system and gets rid
>> > > of the stuff... (i used spotlight with include system files option 
>> > > ticked)
>> > >
>> > > was looking for:
>> > > redguard1.glow
>> > > rgba.beta
>> > > alpha.G_matte
>> > > rga.alpha
>> > >
>> > > any others ??
>> > >
>> > > the current version of BokehBlur_4.gizmo doesnt seem to have redguard
>> > > anymore btw, but does have the alpha.G_matte and rga.alpha
>> > >
>> > > ++ chris
>> > >
>> > >
>> > > On 11/21/11 at 12:20 AM, mrhowardjo...@yahoo.com (Howard Jones) wrote:
>> > >
>> > >> Ok so far I have found rgba.beta in a number of tools
>> > >> which I think has come from another contaminated? source
>> > >> but
>> > >>
>> > >> redGuard in (from Nukepedia)
>> > >>
>> > >>
>> > >> .//nukeGizmos/Keyer_CB.gizmo
>> > >> add_layer {rgba redguard1.glow}
>> > >>
>> > >>
>> > >>
>> > >
>> > > _______________________________________________
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>> > > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> >
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>> >
>> >
>> >
>> > _______________________________________________
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>>
>>
>>
>> --
>> Jose Fernandez de Castro
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-- 
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