I have my doubts about messing with this stuff. From what I see is more of a 
matter of people paying more attention to what they author/share and treat as 
project/pipeline independent than a actual problem.

Implementing ways to control/restrict this stuff via user interaction could in 
fact end up severely crippling certain workflows. Like not allowing gizmos to 
create custom channels/layers on a more invisible way to artists without 
prompting them for action.

However I do agree that Nuke should deal with channels/layers conflicts more 
elegantly, and could benefit from having a few ways to track down channel/layer 
creation/usage. A Layer Info window that lists all the layers present in a 
script with their usage and creation points would suffice in my opinion. 

A window with something like:

Layer name, channels, used by x number of nodes, created at (node name/init)



As for allowing the addition of custom channels to the RGBA layer I agree that 
this is one layer that shouldn't allow that. Same would be true for the RGB 
pseudo-layer. 

Eight channels per layer is another thing that I find very questionable since 
its something you can never access at once in Nuke and can make your life 
trickier layer wise.



Cheers,
Diogo


On 25/11/2011, at 10:27, chris <[email protected]> wrote:

> hmm, i can see that is kinda hard to solve this issue without crippling 
> functionality... however, corrupted scripts are no fun either.
> 
> it seems to me that it adding unnecessary channels could greatly reduced by 
> some confirmation/warnings boxes...like:
> 
> if you paste some code into a script that will add new channels, pop up a 
> dialog panel showing which channels will be added, with a "yes" "cancel" 
> "strip channels" button
> 
> and similarly, if you export a gizmo with custom channels, show a dialog with 
> all the channels listed.
> 
> btw, is there a good reason why rbga.customLayers should be even allowed? (as 
> those seem to often cause troubles)
> 
> i don't often work with a lot of channels, so maybe this options are not 
> really practical for other typical workloads. one could always add an option 
> in the preference to turn those warnings off i guess.
> 
> just some thoughts
> ++ chris
> 
> ps: i also like the idea of feature 15561
> - Don't generate channel adds at save when the channels are not referenced in 
> the script.
> 
> 
> 
> 
> On 11/24/11 at 10:32 PM, [email protected] (Dennis Steinschulte) 
> wrote:
> 
>> 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).
> 
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