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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