Yes, that is an ancient old problem where it become obvious that channels' indices are interpreted based on their names upon loading a script. Hence "re" gets interpreted as "red" and ends up index, "gr" as green goes to index 1 and "bl" to index 2. Oops, now there are "red", "green" andf "blue" as well, oh well, channel mapping duty done, lets just append the rest to the end and map them to indices 3 to 5.

Bit me in the arse when I first started learning Nuke and and thought I was clever having a "mattes" layer with channels "A", "B" and "C". "A" ended up in index 3 (cause Nuke thought it was the alpha channel) and "B" tried to be the blue channel.

I am still not sure why this channel remapping based on names is happening instead of keeping track of the channels' indices and putting them where they came from. But I'm sure it's a major thing to change, otherwise it would have happened over the years.

I have always asked for a simple error check when users are trying to create dangerous/invalid channel names to at least prevent them from being created again.


frank

On 19/06/12 9:01 AM, Howard Jones wrote:
Doh! wish I knew that!
Though they were corrupted rather than unused
something like
diffuse.re, diffuse.gr,diffuse.bl, diffuse.red, diffuse.green, diffuse.blue

Some reason they came in like this and corrupted the script, but how this happened in the first place I dont know.
Anyway I digress
Howard

    ------------------------------------------------------------------------
    *From:* Frank Rueter <fr...@beingfrank.info>
    *To:* nuke-users@support.thefoundry.co.uk
    *Sent:* Monday, 18 June 2012, 21:48
    *Subject:* Re: [Nuke-users] remove unused channels

    If they aren't used in any node or in any incoming exr, simply
    importing the script (rather than opening it) used to fix this
    (short of using a text editor to remove the offending lines).



    On 19/06/12 1:15 AM, Howard Jones wrote:
    Maybe they are being used in the script somewhere. In which case
    they wont get stripped.
    I spent a good few hours cleaning up a script the other day to
    find I had a read node in it that was adding back the corrupted
    channels every time I saved. (pre 6.3v8)
    Howard

        ------------------------------------------------------------------------
        *From:* Ryan O'Phelan <designer...@gmail.com>
        <mailto:designer...@gmail.com>
        *To:* Nuke user discussion
        <nuke-users@support.thefoundry.co.uk>
        <mailto:nuke-users@support.thefoundry.co.uk>
        *Sent:* Monday, 18 June 2012, 13:35
        *Subject:* Re: [Nuke-users] remove unused channels

        Strangely, those channels pop up again after setting them to
        none. I think my only solution is to either delete all
        channels past the first four via script, or just remake all
        of the shuffle copy nodes, which would probably be the best
        situation.
        Thanks for the help,
        Ryan
        On Jun 16, 2012 1:26 AM, "Michael Garrett"
        <michaeld...@gmail.com <mailto:michaeld...@gmail.com>> wrote:

            Prior to the pesky "virus" channels like redguard for
            which the 6.3v8 solution is aimed, I've found I've always
            been able to remove unused channels (even beyond the
            standard four in a layer) by making sure no node pulldown
            menu is referring to that channel (assuming it's not in
            the file read in by the Read node either), then restart
            Nuke and you should find it's not in any channel dropdown
            list any more.

            If that doesn't do it, another possibility is that you
            have exported a gizmo referring to some channel you don't
            need, and when you create the gizmo it's dynamically
            adding the channels back to the script.

            Michael



            On 15 June 2012 15:07, Ryan O'Phelan
            <designer...@gmail.com <mailto:designer...@gmail.com>> wrote:

                Thanks Nathan,
                I guess on 6.3v2 I'm out of luck then.

                R

                On Fri, Jun 15, 2012 at 4:43 PM, Nathan Rusch
                <nathan_ru...@hotmail.com
                <mailto:nathan_ru...@hotmail.com>> wrote:

                    From the 6.3v8 release notes:
                    "A new preference has been added to suppress
                    unwanted channels (Preferences > Script IO >
                    Suppress bad channels). When enabled, any
                    channels that are not referenced in the script
                    are discarded when the script is saved."
                    Note that you must enable it before loading
                    scripts for it to take effect.
                    -Nathan

                    *From:* Ryan O'Phelan <mailto:designer...@gmail.com>
                    *Sent:* Friday, June 15, 2012 1:06 PM
                    *To:* Nuke user discussion
                    <mailto:nuke-users@support.thefoundry.co.uk>
                    *Subject:* [Nuke-users] remove unused channels
                    Hey guys,
                    Do you guys know of a script to remove unused
                    channels?
I'm finding myself with a comp where over time I've attached (via shuffleCopy) a few different
                    Read nodes to the same layers.
                    As a result, I have more than 4 channels attached
                    to layers, even though they are not represented
                    in the read sources themselves.
                    It would be great to just wipe out the channels
                    that don't really exist.
                    Otherwise, I can just create those Shuffle Copy
                    nodes again.
                    bumpNormals.red
                    bumpNormals.green
                    bumpNormals.blue
                    bumpNormals.alpha
                    bumpNormals.r
                    bumpNormals.g
                    bumpNormals.someOtherChannelName
                    bumpNormals.a
                    Win7 x64 Nuke 6.3
                    Thanks!
                    Ryan
                    
------------------------------------------------------------------------
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