Yeah, this is the single most annoying/dangerous bug in Nuke. I've encountered this numerous times over the years (since D2Software days actually). It would be really nice to have some sort of collision handling if anything threatens to interfere with the default channel sets.

Have you done a text search for the fully qualified channel names ("redguard.whatever") in all of the files in Nuke's plugin path?


On 4/10/12 7:47 AM, thoma wrote:
thanks frank - i did just that and it has worked so far. The strange thing is I did find one gizmo that had a redguard layer in there but not with all of the channels that were showing up in my script - also no hint of why they would start replacing rgba. Anyway thanks

Thomas


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