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- # Attach last shader to selected ShaderGroups
- from pymel.core import *
- sl = selected()
- ShaderGrps = sl[:-1]
- NewShaderGrp = sl[-1]
- for sg in ShaderGrps:
- RlOveride = editRenderLayerAdjustment(sg+".surfaceShader")
- RlOveridRSe = editRenderLayerAdjustment(sg+".rsSurfaceShader")
- NewShaderGrp.outColor >> sg.surfaceShader
- NewShaderGrp.outColor >> sg.rsSurfaceShader
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