Ooooh, can't wait to give that a try. All of my reads are clean, but the
script is a template that I derived from another comp. Still, the names
aren't referenced anywhere else other than the shuffle copies.

I'll report in the morning.

R
On Jun 18, 2012 7:30 PM, "Frank Rueter" <[email protected]> wrote:

>  >>I cleaned up the script they came in fine next time.
> what about when you save the script and re-open it?
>
> I'd be nice to see a warning message if there are exrs being read that may
> cause channel mayhem.
>
>
> On 19/06/12 10:50 AM, Howard Jones wrote:
>
>  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]> <[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]> <[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]> <[email protected]>
> *To:* Nuke user discussion 
> <[email protected]><[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 <[email protected]>
> *Sent:* Friday, June 15, 2012 1:06 PM
> *To:* Nuke user discussion <[email protected]>
> *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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