Nuke Precomp Dilemma

Since Nuke’s Channel System is limited to 1024 active channels (Windows Systems) for every comp, it happens quite often that you run out of available space. The Precomp feature is supposed to fix this by setting up a Maya-Reference Style System where the Channels are preserved by being put through a special hash, but there are quite a few bugs and as soon as different (OCIO-)Lut’s are active, it can cause a lot of Issues on Renderfarms. The save way to deal with it is either custom pipeline tools or Prerendering of different Comp-parts. This overview picture shows 7 precomps with mostly full channel use and a main comp tree with the referenced prerenders with a total of around 3.000 nodes. After trying to make the precomp feature work in a reliable way – without success – the best solution was prerendering and custom connections between scripts.