Channels and layers
Layers (channel sets) on a pipe, how Read finds them, and which nodes change them.
A pipe carries an image made of named layers (Nuke's channel sets). Each layer has up to four channels: rgba is the main image; others hold depth, motion vectors, normals, render passes, IDs and so on.
Where layers come from
A Read groups a file's channels by name:
| Channels in the file | Layer |
|---|---|
R, G, B, A | rgba |
diffuse.R, diffuse.G, … | diffuse |
Z, depth.* | depth |
Crypto* | kept bit-exact (see below) |
Parts of a multi-part EXR take the part name. A Read only decodes the layers the comp actually uses, so a heavy multi-layer EXR stays fast when you only look at rgba.
Choosing what a node works on
- Colour and filter nodes have the standard Nuke knobs: channels (
rgba,rgb,alpha,all,none, or a layer name), mask, invert, (un)premult by and mix. - Shuffle moves channels between layers; Copy copies channels from another input; ChannelMerge and Remove combine or drop layers.
- Layers a node does not touch pass through from its main input (the B input on a Merge).
- The Write node's channels knob writes
rgb,rgbaorall(every layer, as a multi-layer EXR).
In the Viewer
The layer menu in the Viewer header shows any layer without adding a Shuffle. Page Up / Page Down step through the layers; R, G, B, A, Y, M show one channel (press again for RGB).
ID layers
Cryptomatte and object / material ID layers store hashed values in the float bits. Nodes that resample the image pass these layers through untouched, so the IDs stay exact.
Merge and transforms
- Merge has A channels, B channels, output and also merge knobs, so it can merge any layer, not only
rgba. The output layer is replaced; the rest come from B. - Transform, Crop and Blur default to channels: all, so every layer moves, crops or blurs together. ID layers are moved or cut without blurring, so the IDs stay exact.