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



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