Hi suppose in my scene I have 3 polycubes and I have assigned 3 different materials.
Polycube1 = Blue
Polycube2 = Red
Polycube3 = Green
Now When I' assigned checker shader to my all polycube it's assigning but when I delete it, it's assigning the Maya default Lambert, not those blue, red and green shader which I previously assigned.
Shift + Left mouse button and click on checker button it will tile the checker)
Alt + Left mouse button and click on checker button it will delete the checker)
//Command starts from here
## string $window = `window -title "Long Name"
## -iconName "Short Name"
## -widthHeight 200 55`;
## columnLayout -adjustableColumn true;
## symbolButton -w 35 -h 55 -image "checker.svg" -c "Tiling()";
## setParent ..;
## showWindow $window;
## //Checker Comand
## global proc uvcheck(){
## string $selectobj[]=ls -sl
;
## if(catch(select "UV_Checker"
)){
## string $localusername =internalVar -userPrefDir
;
## modelEditor -e -displayTextures true modelPanel4;
## // Result: modelPanel4 //
## updateModelPanelBar MayaWindow|formLayout1|viewPanes|modelPanel4|modelPanel4|modelPanel4;
## modelEditor -edit -displayAppearance smoothShaded -activeOnly false modelPanel4;
## // Result: modelPanel4 //
## updateModelPanelBar MayaWindow|formLayout1|viewPanes|modelPanel4|modelPanel4|modelPanel4;
## string $select[]=ls -sl
;
## if (size($select)<=0){print("select one or more object please ");confirmDialog -t"Select Error...."
## -m" Select One or more Object Please "
## -button "Close"
## -cancelButton "Close" -dismissString "Close";}else{
## select -cl;
## shadingNode -asShader -n "UV_Checker" lambert;
## shadingNode -asTexture -n "UV_Checker_map" file;
## shadingNode -asUtility -n "UV_Checker_2dTexture" place2dTexture;
## connectAttr -f UV_Checker_2dTexture.coverage UV_Checker_map.coverage;
## connectAttr -f UV_Checker_2dTexture.translateFrame UV_Checker_map.translateFrame;
## connectAttr -f UV_Checker_2dTexture.rotateFrame UV_Checker_map.rotateFrame;
## connectAttr -f UV_Checker_2dTexture.mirrorU UV_Checker_map.mirrorU;
## connectAttr -f UV_Checker_2dTexture.mirrorV UV_Checker_map.mirrorV;
## connectAttr -f UV_Checker_2dTexture.stagger UV_Checker_map.stagger;
## connectAttr -f UV_Checker_2dTexture.wrapU UV_Checker_map.wrapU;
## connectAttr -f UV_Checker_2dTexture.wrapV UV_Checker_map.wrapV;
## connectAttr -f UV_Checker_2dTexture.repeatUV UV_Checker_map.repeatUV;
## connectAttr -f UV_Checker_2dTexture.offset UV_Checker_map.offset;
## connectAttr -f UV_Checker_2dTexture.rotateUV UV_Checker_map.rotateUV;
## connectAttr -f UV_Checker_2dTexture.noiseUV UV_Checker_map.noiseUV;
## connectAttr -f UV_Checker_2dTexture.vertexUvOne UV_Checker_map.vertexUvOne;
## connectAttr -f UV_Checker_2dTexture.vertexUvTwo UV_Checker_map.vertexUvTwo;
## connectAttr -f UV_Checker_2dTexture.vertexUvThree UV_Checker_map.vertexUvThree;
## connectAttr -f UV_Checker_2dTexture.vertexCameraOne UV_Checker_map.vertexCameraOne;
## connectAttr UV_Checker_2dTexture.outUV UV_Checker_map.uv;
## connectAttr UV_Checker_2dTexture.outUvFilterSize UV_Checker_map.uvFilterSize;
## setAttr -type "string" UV_Checker_map.fileTextureName ("" + $localusername + "/icons/3D_Ghost_Script/UV_Checker.tga");
## connectAttr -force UV_Checker_map.outColor UV_Checker.color;
## select -cl;
## select -add $select;
## hyperShade -assign UV_Checker;
## }
## }else{
## select $selectobj;
## hyperShade -assign UV_Checker;}
## }
## //It will delete your uv checker map
## global proc deleteuvcheck(){
## hyperShade -objects UV_Checker;
## sets -e -forceElement initialShadingGroup;
## select -r UV_Checker UV_Checker_map UV_Checker_2dTexture ;
## delete;
## }
**## **
## global proc Tiling()
## {
## int $mods = getModifiers
;
## int $getModifierPressed = getModifiers
;
## if ( $getModifierPressed == 0)
## {
## uvcheck();
## inViewMessage -smg "Checker Assigned" -pos topCenter -bkc 0x00000000 -fade;
## }
## if (($mods / 1) % 2)
## {
## cycCheckerSize();
## }
## if (($mods / 4) % 2)
## {
## deleteuvcheck();
## inViewMessage -smg "Delete" -pos topCenter -bkc 0x00000000 -fade;
## }
## }
## proc cycCheckerSize()
## {
## int $curRptNm = getAttr UV_Checker_2dTexture.repeatU
;
## if($curRptNm == 1)
## {
## setAttr "UV_Checker_2dTexture.repeatU" 2;
## setAttr "UV_Checker_2dTexture.repeatV" 2;
## inViewMessage -smg "Tiling 2k" -pos topCenter -bkc 0x00000000 -fade;
## }else if($curRptNm == 2)
## {
## setAttr "UV_Checker_2dTexture.repeatU" 4;
## setAttr "UV_Checker_2dTexture.repeatV" 4;
## inViewMessage -smg "Tiling 4K" -pos topCenter -bkc 0x00000000 -fade;
## }else if($curRptNm == 4)
## {
## setAttr "UV_Checker_2dTexture.repeatU" 8;
## setAttr "UV_Checker_2dTexture.repeatV" 8;
## inViewMessage -smg "Tiling 8K" -pos topCenter -bkc 0x00000000 -fade;
## }else if($curRptNm == :smiling_face_with_sunglasses:
## {
## setAttr "UV_Checker_2dTexture.repeatU" 16;
## setAttr "UV_Checker_2dTexture.repeatV" 16;
## inViewMessage -smg "Tiling 16K" -pos topCenter -bkc 0x00000000 -fade;
## }else if($curRptNm == 16)
## {
## setAttr "UV_Checker_2dTexture.repeatU" 32;
## setAttr "UV_Checker_2dTexture.repeatV" 32;
## inViewMessage -smg "Tiling 32K" -pos topCenter -bkc 0x00000000 -fade;
## }else if($curRptNm == 32)
## {
## setAttr "UV_Checker_2dTexture.repeatU" 1;
## setAttr "UV_Checker_2dTexture.repeatV" 1;
## inViewMessage -smg "Tiling 1K" -pos topCenter -bkc 0x00000000 -fade;
## }else if($curRptNm != 1 && $curRptNm != 2 && $curRptNm != 4 && $curRptNm != 8 && $curRptNm != 16 && $curRptNm != 32)
## {
## setAttr "UV_Checker_2dTexture.repeatU" 1;
## setAttr "UV_Checker_2dTexture.repeatV" 1;
## }
## }