Good to know.
These came from just reading in an exr from mental ray. Though I dont think 
that was the trigger as when I cleaned up the script they came in fine next 
time.
However it was baked in as we had re-rendered the exr to improve speed and to 
try and fix another issue, which obviously failed on both accounts

 
Howard



>________________________________
> From: Frank Rueter <[email protected]>
>To: [email protected] 
>Sent: Monday, 18 June 2012, 22:28
>Subject: Re: [Nuke-users] remove unused channels
> 
>
>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 <[email protected]>
>>>To: [email protected] 
>>>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 <[email protected]>
>>>>>To: Nuke user discussion <[email protected]> 
>>>>>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" <[email protected]> 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 <[email protected]> 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 <[email protected]> 
>>>>>>>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 
>>>>>>>>Sent: Friday, June 15, 2012 1:06 PM
>>>>>>>>To: Nuke user discussion 
>>>>>>>>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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>>>>>>>>Nuke-users
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