Heya, I have several shapes that share a blinn material, and I want to create a shadow pass. The current connection goes blinn1.outColor -> blinn1SG.surfaceShader I create a useBackground material, and twiddle the connections so its now useBackground1.outColor -> blinn1SG.surfaceShader; This works fine when I do it by hand, so I converted that into my override/revert code like: // override connectAttr -f useBackground1.outColor blinn1SG.surfaceShader; // revert connectAttr -f blinn1.outColor blinn1SG.surfaceShader; If the blinn is already connected, maya spits back the warning Warning: 'blinn1.outColor' is already connected to 'blinn1SG.surfaceShader' Which makes sense, however the renderpass plugin reads this as an error, and doesn't continue. I could wrap this all in a test to see whats already connected before trying to force the connection, but thats a little messy. Is there a cleaner way of doing this, apart from the slightly tempremental and not what I need assignSG command? Cheers, -matt