The big headache is, however, that pesky "add_layers" with bad channels
will still be stuck in the script. At least with 6.2, the only way to
remove the layer was with a text editor, which is why I favored the
regex approach outside of nuke. In practice, we run a version of this
from nuke to clean up a lot of issues. Hitting the button does a few
things with nuke to fix internal stuff, but then saves the script and
runs this solely as a text operation on the file. The open (and
infected) script is then closed and the cleaned up script is relaunched
(but as a separate process - just using nuke.scriptOpen(...) ends up
just re-introducing the bad layers into the already open session.
Despite 'closing' it, the bad layers and channels are still in memory).
http://www.nukepedia.com/python/regular-expressions-re-module-to-fix-broken-scripts/#findChannels
covers using the blacklisted layers and finding the channels inside
them. Since we use '-?' (find a match 0 or 1 times) as a prefix to the
regex _expression_ for the channel we're looking for (based on the bad
layer's channels), we find both 'rgb.red' and '-rgb.red'.
A whitelist of channels to keep is a good idea, but so far hasn't been
necessary. I guess in our case, when a bad channel has been introduced,
it hasn't been carrying a good channel with it in the add_layers
function.
Cheers
JRAB
Erik Winquist wrote:
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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