You could ofc customize your merge nodes to have merge all set as default. 
Check "python for artists" by Frank Rueter on The Foundrys homepage. A near 
hotkey is Pg Up and Pg Down to shuffle channels in the viewer. This is 
supporting OP saying that using channels are a bit more nuke-ish. Although I 
must say, for one-off shots, it might make more sense to shuffle out.  If you 
utilize gizmos you might want to use a multichannel input.

So many options!

29 maj 2013 kl. 15:24 skrev "Ryan O'Phelan" <[email protected]>:

> I may be wrong, but I think the only danger in creating more than four 
> channels is merging layers, and forgetting to merge all. I create lots of 
> custom mattes with unique names that are merged in, and I haven't seen a 
> problem.
> The only pain is that its difficult to view channels like  truck.windshield.
> 
> R
> 
> On May 29, 2013 6:36 AM, "Elias Ericsson Rydberg" 
> <[email protected]> wrote:
>> It's easy to become sligthly obsessed with using channels instead of 
>> exposing them in the node graph. If you find a good compromise feel free to 
>> share! At the moment I'm convinced that exposing in the node graph is the 
>> way to go.
>> 
>> Cheers,
>> 
>> Elias Ericsson Rydberg
>> 
>> 23 maj 2013 kl. 10:34 skrev "MonkeyBwoy" <[email protected]>:
>> 
>> > Hi Elias,
>> >
>> > thanks for your input!
>> >
>> > Actually the way you recommend is the way that I used to work most of the 
>> > time. I thought that creating roto and storing them in the channel-stream 
>> > might be a more nifty and "nuke'ish" way to tackle this job. In the past I 
>> > often found myself with a very big nodegraph with lots of rotos spinning 
>> > in all directions with different channel operations. I thought that it 
>> > might be more clearly. Otherwise I get your point that it is helpful to 
>> > really see what you are doing when there are actual roto-nodes going 
>> > directly into grade and cc nodes.
>> >
>> > Don't know...I might try both options on this.
>> >
>> > Cheers
>> >
>> > S.
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