Hmmm perhaps I havent been clear enough:
- I have a 1,000+ line renderman rsl surface shader as well as a separate uber shader for lights - The system provides interactive relighting of a scene (without exporting to a compositor) depending on attributes changed as rasterizing and shading are broken up into two stages. - I can only check against one uber surface shader as opposed to multiple smaller shaders. Each object is assigned a separate uber surface shader - I need to find out what geo is connected to what shader. This returns none import maya.cmds as cmds objNames = cmds.ls(sl=1) for i in objNames: print i connectedToObj = cmds.listConnections(i) print connectedToObj pSphere3 None -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe
