I got an answer from the foundry support team.
It's not a bug and they can't see a solver for this issue because it seems to be a third party plugin thing. They have read this mailing list about this topic and will think about the creation of channels, though. I don't have the mail at hand now, but I'll post post the whole answer (incl bugID) in about 12 hours.
Cheers Dennis


On 24.11.2011, at 21:03, "[email protected]" <[email protected] > wrote:

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 <[email protected]> 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, "[email protected]"
<[email protected]> 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 <[email protected] >
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 <[email protected]>
To: Nuke user discussion <[email protected]>
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, [email protected] (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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