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Often when you work in Maya with shaders, you want to see something that’s different from what you want to render. You might want to see a UV checker pattern to check for texture stretching as you work but still render the object with an SSS shader. What I do in these cases is use a pre-Render MEL script to assign the render shader at render time and then reassign the checker texture right after the render finishes with the Post-Render MEL. These settings are found in the MEL/Python callbacks of the render Settings dialog. Here’s a quick example with two different shaders being swapped at Render time:
Pre-Render MEL code:
select -r pCube1; hyperShade -assign layeredShader1 pCubeShape1;
Post-Render MEL code:
select -r pCube1; hyperShade -assign lambert2 pCubeShape1;
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