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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