We've been wrestling with this like many others.

Instead of searching for specific layers/channels in specific configurations, I've instead opted to compare what channels Nuke says a script contains:

nuke.channels()

vs. what channels all of the script's nodes report they're using:

allnodes = nuke.allNodes(recurseGroups=True)
allchans = []
for n in nuke.allNodes():
    for c in n.channels():
        allchans.append(c)

scriptchans = set(nuke.channels())
usedchans = set(allchans)
notused = scriptchans - usedchans


In the above example, 'notused' is a python set of any channels that aren't actually used by the script.

This, combined with a whitelist of channels that should always be ignored because they're OK (like depth.Z) and a blacklist of channels that should always be removed, because they cause damage (like "rgb.red") pretty much catches anything that could come up now, or in the future.

The one place I've noticed that this doesn't work is when a node has one of said channels specified in the alpha slot but the alpha slot isn't turned on for that node.   This instance shows up in the .nk script as "-rgb.red".  If you remove the "add_layer .." from the .nk script and don't remove all references to that channel, Nuke will not load anything beyond that line in the .nk script and you'll have an incomplete script in the DAG.

erik



John RA Benson wrote:
This thread finally prompted me to do some sharing -

I've fixed a lot of bad layers in scripts with some simple python (well, with regular expressions, which are simple but can be confusing). Some of these scripts were recovered from dead because of broken clones or empty {}. The usual...

http://www.nukepedia.com/python/regular-expressions-re-module-to-fix-broken-scripts/

The tips not only clean up dummy layers like redguard - whatever you need to clean up - but also address some of the other issues that bugger scripts, like bad clones and the weird {} issue.

Since it's just working on text, the script works on gizmos (often the source of mystery layers) that might have junk in them as well as nuke scripts that have been infected.

Flavor to taste and enjoy -
jrab

Frank Rueter wrote:
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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-- 
erik winquist
weta digital

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