Gamma Swatches

This script is a long one. It gamma corrects all the swatches on all the selected shaders that don’t equal white or black. It also allows you to set the value of the gamma node. Current supported shaders: VRayMtl, VRay Light Mtl, VRay SS2, VRay Car Paint, Phong, Blinn, Lambert, Surface Shader, Anisotropic.

To Run: Select the shaders you want to gamma correct then run the script.

#Gamma Correct Swatches for Maya version 1.0.0
#Should work with up to Vray 2.4 haven't gotten access to a later version to test
#Bryanna London www.bryannalondon.com
#!/usr/bin/env python

#Current Supported Shaders: VRayMtl, VRay Light Mtl, Vray SSS2, Phong, Blinn, Lambert, VRay Car Paint, Surface Shader, Anisotropic

#TO RUN: select all the shaders you want to gamma correct than run entire script

import maya.cmds as cmds

#Identify all selected shaders
def gammaSwatches():

    #define selected shaders
    selectedShaders = cmds.ls(selection = True, materials = True)

    #Prompt
    gammaPrompt = cmds.promptDialog(title = 'Gamma Swatches', message = 'Enter Gamma Value', button=['OK','Cancel'],
                                   defaultButton='OK', cancelButton='Cancel', dismissString='Cancel') 

    #If Add is selected
    if gammaPrompt == 'OK':

        #Query prompt
        value = cmds.promptDialog(query = True, text = True)

        #for all selected shaders identify its type
        for selectedShader in selectedShaders:

            shaderType = cmds.nodeType(selectedShader)

            #for each Vray Mtl set up each attribute that may need gamma correcting
            if shaderType == 'VRayMtl':

                #get diffuse RGB
                vrayColorR = cmds.getAttr('%s.diffuseColorR' %(selectedShader))
                vrayColorG = cmds.getAttr('%s.diffuseColorG' %(selectedShader))
                vrayColorB = cmds.getAttr('%s.diffuseColorB' %(selectedShader))

                vrayColor = vrayColorR, vrayColorG, vrayColorB
                #print vrayColor

                #get reflection RGB
                vrayReflR = cmds.getAttr('%s.reflectionColorR' %(selectedShader))
                vrayReflG = cmds.getAttr('%s.reflectionColorG' %(selectedShader))
                vrayReflB = cmds.getAttr('%s.reflectionColorB' %(selectedShader))

                vrayRefl = vrayReflR, vrayReflG, vrayReflB
                #print vrayRefl

                #get refraction RGB
                vrayRefrR = cmds.getAttr('%s.refractionColorR' %(selectedShader))
                vrayRefrG = cmds.getAttr('%s.refractionColorG' %(selectedShader))
                vrayRefrB = cmds.getAttr('%s.refractionColorB' %(selectedShader))

                vrayRefr = vrayRefrR, vrayRefrG, vrayRefrB
                #print vrayRefr

                #get Fog RGB
                vrayFogR = cmds.getAttr('%s.fogColorR' %(selectedShader))
                vrayFogG = cmds.getAttr('%s.fogColorG' %(selectedShader))
                vrayFogB = cmds.getAttr('%s.fogColorB' %(selectedShader))

                vrayFog = vrayFogR, vrayFogG, vrayFogB
                #print vrayFog

                #get self illumination RGB
                vrayIllR = cmds.getAttr('%s.illumColorR' %(selectedShader))
                vrayIllG = cmds.getAttr('%s.illumColorG' %(selectedShader))
                vrayIllB = cmds.getAttr('%s.illumColorB' %(selectedShader))

                vrayIll = vrayIllR, vrayIllG, vrayIllB
                #print vrayIll

                #if the diffuse color doesn't equal white or black
                if vrayColor != (0,0,0) and vrayColor !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.diffuseColor',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gamma = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gamma + '.value', vrayColorR, vrayColorG, vrayColorB , type = 'double3')
                        cmds.setAttr(gamma + '.gammaX', float(value))
                        cmds.setAttr(gamma + '.gammaY', float(value))
                        cmds.setAttr(gamma + '.gammaZ', float(value))

                        #Connect gamma to diffuse
                        cmds.connectAttr(gamma + '.outValue', selectedShader + '.color')

                #if the reflection color doesn't equal white or black
                if vrayRefl != (0,0,0) and vrayRefl !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.reflectionColor',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaRefl = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaRefl + '.value', vrayReflR, vrayReflG, vrayReflB , type = 'double3')
                        cmds.setAttr(gammaRefl + '.gammaX', float(value))
                        cmds.setAttr(gammaRefl + '.gammaY', float(value))
                        cmds.setAttr(gammaRefl + '.gammaZ', float(value))

                        #Connect gamma to reflection color
                        cmds.connectAttr(gammaRefl + '.outValue', selectedShader + '.reflectionColor')

                #if the refraction color doesn't equal white or black
                if vrayRefr != (0,0,0) and vrayRefr !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.refractionColor',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaRefr = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaRefr + '.value', vrayRefrR, vrayRefrG, vrayRefrB , type = 'double3')
                        cmds.setAttr(gammaRefr + '.gammaX', float(value))
                        cmds.setAttr(gammaRefr + '.gammaY', float(value))
                        cmds.setAttr(gammaRefr + '.gammaZ', float(value))

                        #Connect gamma to refraction Color
                        cmds.connectAttr(gammaRefr + '.outValue', selectedShader + '.refractionColor')

                #if the fog color doesn't equal white or black
                if vrayFog != (0,0,0) and vrayFog !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.fogColor',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaFog = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaFog + '.value', vrayFogR, vrayFogG, vrayFogB , type = 'double3')
                        cmds.setAttr(gammaFog + '.gammaX', float(value))
                        cmds.setAttr(gammaFog + '.gammaY', float(value))
                        cmds.setAttr(gammaFog + '.gammaZ', float(value))

                        #Connect gamma to fog color
                        cmds.connectAttr(gammaFog + '.outValue', selectedShader + '.fogColor')

                #if the self illumination color doesn't equal white or black
                if vrayIll != (0,0,0) and vrayIll !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.illumColor',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaIll = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaIll + '.value', vrayIllR, vrayIllG, vrayIllB , type = 'double3')
                        cmds.setAttr(gammaIll + '.gammaX', float(value))
                        cmds.setAttr(gammaIll + '.gammaY', float(value))
                        cmds.setAttr(gammaIll + '.gammaZ', float(value))

                        #Connect gamma to self illumination color
                        cmds.connectAttr(gammaIll + '.outValue', selectedShader + '.illumColor')        

            #VRAY LIGHT MTL
            if shaderType == 'VRayLightMtl':

                #get diffuse RGB
                vrayLColorR = cmds.getAttr('%s.colorR' %(selectedShader))
                vrayLColorG = cmds.getAttr('%s.colorG' %(selectedShader))
                vrayLColorB = cmds.getAttr('%s.colorB' %(selectedShader))

                vrayLColor = vrayLColorR, vrayLColorG, vrayLColorB
                #print vrayLColor

                #if the diffuse color doesn't equal white or black
                if vrayLColor != (0,0,0) and vrayLColor !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.color',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaLight = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaLight + '.value', vrayLColorR, vrayLColorG, vrayLColorB , type = 'double3')
                        cmds.setAttr(gammaLight + '.gammaX', float(value))
                        cmds.setAttr(gammaLight + '.gammaY', float(value))
                        cmds.setAttr(gammaLight + '.gammaZ', float(value))

                        #Connect gamma to diffuse
                        cmds.connectAttr(gammaLight + '.outValue', selectedShader + '.color')

            #BLINN
            if shaderType == 'blinn':

                #get diffuse RGB
                vrayBColorR = cmds.getAttr('%s.colorR' %(selectedShader))
                vrayBColorG = cmds.getAttr('%s.colorG' %(selectedShader))
                vrayBColorB = cmds.getAttr('%s.colorB' %(selectedShader))

                vrayBColor = vrayBColorR, vrayBColorG, vrayBColorB
                #print vrayBColor

                #get ambient color RGB
                vrayBAmbR = cmds.getAttr('%s.ambientColorR' %(selectedShader))
                vrayBAmbG = cmds.getAttr('%s.ambientColorG' %(selectedShader))
                vrayBAmbB = cmds.getAttr('%s.ambientColorB' %(selectedShader))

                vrayBAmb = vrayBAmbR, vrayBAmbG, vrayBAmbB
                #print vrayBAmb

                #get incandescence color RGB
                vrayBIncR = cmds.getAttr('%s.incandescenceR' %(selectedShader))
                vrayBIncG = cmds.getAttr('%s.incandescenceG' %(selectedShader))
                vrayBIncB = cmds.getAttr('%s.incandescenceB' %(selectedShader))

                vrayBInc = vrayBIncR, vrayBIncG, vrayBIncB
                #print vrayBInc

                #get specular color RGB
                vrayBSpecR = cmds.getAttr('%s.specularColorR' %(selectedShader))
                vrayBSpecG = cmds.getAttr('%s.specularColorG' %(selectedShader))
                vrayBSpecB = cmds.getAttr('%s.specularColorB' %(selectedShader))

                vrayBSpec = vrayBSpecR, vrayBSpecG, vrayBSpecB
                #print vrayBSpec

                #get reflection color RGB
                vrayBReflR = cmds.getAttr('%s.reflectedColorR' %(selectedShader))
                vrayBReflG = cmds.getAttr('%s.reflectedColorG' %(selectedShader))
                vrayBReflB = cmds.getAttr('%s.reflectedColorB' %(selectedShader))

                vrayBRefl = vrayBReflR, vrayBReflG, vrayBReflB
                #print vrayBRefl

                #if the diffuse color doesn't equal white or black
                if vrayBColor != (0,0,0) and vrayBColor !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.color',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaBlinn = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaBlinn + '.value', vrayBColorR, vrayBColorG, vrayBColorB , type = 'double3')
                        cmds.setAttr(gammaBlinn + '.gammaX', float(value))
                        cmds.setAttr(gammaBlinn + '.gammaY', float(value))
                        cmds.setAttr(gammaBlinn + '.gammaZ', float(value))

                        #Connect gamma to diffuse
                        cmds.connectAttr(gammaBlinn + '.outValue', selectedShader + '.color')

                #if the ambient color doesn't equal white or black
                if vrayBAmb != (0,0,0) and vrayBAmb !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.ambientColor',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaBAmb = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaBAmb + '.value', vrayBAmbR, vrayBAmbG, vrayBAmbB , type = 'double3')
                        cmds.setAttr(gammaBAmb + '.gammaX', float(value))
                        cmds.setAttr(gammaBAmb + '.gammaY', float(value))
                        cmds.setAttr(gammaBAmb + '.gammaZ', float(value))

                        #Connect gamma to ambient color
                        cmds.connectAttr(gammaBAmb + '.outValue', selectedShader + '.ambientColor')

                #if the incandescence color doesn't equal white or black
                if vrayBInc != (0,0,0) and vrayBInc !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.incandescence',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaBInc = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaBInc + '.value', vrayBIncR, vrayBIncG, vrayBIncB , type = 'double3')
                        cmds.setAttr(gammaBInc + '.gammaX', float(value))
                        cmds.setAttr(gammaBInc + '.gammaY', float(value))
                        cmds.setAttr(gammaBInc + '.gammaZ', float(value))

                        #Connect gamma to incandescence
                        cmds.connectAttr(gammaBInc + '.outValue', selectedShader + '.incandescence')

                #if the specular color doesn't equal white or black
                if vrayBSpec != (0,0,0) and vrayBSpec !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.specularColor',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaBSpec = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaBSpec + '.value', vrayBSpecR, vrayBSpecG, vrayBSpecB , type = 'double3')
                        cmds.setAttr(gammaBSpec + '.gammaX', float(value))
                        cmds.setAttr(gammaBSpec + '.gammaY', float(value))
                        cmds.setAttr(gammaBSpec + '.gammaZ', float(value))

                        #Connect gamma to specular color
                        cmds.connectAttr(gammaBSpec + '.outValue', selectedShader + '.specularColor')

                #if the reflection color doesn't equal white or black
                if vrayBRefl != (0,0,0) and vrayBRefl !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.reflectedColor',destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaBRefl = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaBRefl + '.value', vrayBReflR, vrayBReflG, vrayBReflB , type = 'double3')
                        cmds.setAttr(gammaBRefl + '.gammaX', float(value))
                        cmds.setAttr(gammaBRefl + '.gammaY', float(value))
                        cmds.setAttr(gammaBRefl + '.gammaZ', float(value))

                        #Connect gamma to reflection color
                        cmds.connectAttr(gammaBRefl + '.outValue', selectedShader + '.reflectedColor')

            #VRAY SSS2
            if shaderType == 'VRayFastSSS2':

                #get overall color RGB
                vraySSSColorR = cmds.getAttr('%s.overallTexR' %(selectedShader))
                vraySSSColorG = cmds.getAttr('%s.overallTexG' %(selectedShader))
                vraySSSColorB = cmds.getAttr('%s.overallTexB' %(selectedShader))

                vraySSSColor = vraySSSColorR, vraySSSColorG, vraySSSColorB
                #print vraySSSColor

                #get diffuse color RGB
                vraySSSDiffR = cmds.getAttr('%s.diffuseTexR' %(selectedShader))
                vraySSSDiffG = cmds.getAttr('%s.diffuseTexG' %(selectedShader))
                vraySSSDiffB = cmds.getAttr('%s.diffuseTexB' %(selectedShader))

                vraySSSDiff = vraySSSDiffR, vraySSSDiffG, vraySSSDiffB
                #print vraySSSDiff

                #get sub-surface color RGB
                vraySSSSubR = cmds.getAttr('%s.subsurfaceColorR' %(selectedShader))
                vraySSSSubG = cmds.getAttr('%s.subsurfaceColorG' %(selectedShader))
                vraySSSSubB = cmds.getAttr('%s.subsurfaceColorB' %(selectedShader))

                vraySSSSub = vraySSSSubR, vraySSSSubG, vraySSSSubB
                #print vraySSSSub

                #get scatter color RGB
                vraySSSScatR = cmds.getAttr('%s.scatterRadiusColorR' %(selectedShader))
                vraySSSScatG = cmds.getAttr('%s.scatterRadiusColorG' %(selectedShader))
                vraySSSScatB = cmds.getAttr('%s.scatterRadiusColorB' %(selectedShader))

                vraySSSScat = vraySSSScatR, vraySSSScatG, vraySSSScatB
                #print vraySSSScat

                #get specular color RGB
                vraySSSSpecR = cmds.getAttr('%s.reflectionR' %(selectedShader))
                vraySSSSpecG = cmds.getAttr('%s.reflectionG' %(selectedShader))
                vraySSSSpecB = cmds.getAttr('%s.reflectionB' %(selectedShader))

                vraySSSSpec = vraySSSSpecR, vraySSSSpecG, vraySSSSpecB
                #print vraySSSSpec

                #if the overall color doesn't equal white or black
                if vraySSSColor != (0,0,0) and vraySSSColor !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.overallTex', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaSSS = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaSSS + '.value', vraySSSColorR, vraySSSColorG, vraySSSColorB , type = 'double3')
                        cmds.setAttr(gammaSSS + '.gammaX', float(value))
                        cmds.setAttr(gammaSSS + '.gammaY', float(value))
                        cmds.setAttr(gammaSSS + '.gammaZ', float(value))

                        #Connect gamma to overall color
                        cmds.connectAttr(gammaSSS + '.outValue', selectedShader + '.overallTex')

                #if the diffuse color doesn't equal white or black
                if vraySSSDiff != (0,0,0) and vraySSSDiff !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.diffuseTex', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaSSSDiff = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaSSSDiff + '.value', vraySSSDiffR, vraySSSDiffG, vraySSSDiffB , type = 'double3')
                        cmds.setAttr(gammaSSSDiff + '.gammaX', float(value))
                        cmds.setAttr(gammaSSSDiff + '.gammaY', float(value))
                        cmds.setAttr(gammaSSSDiff + '.gammaZ', float(value))

                        #Connect gamma to diffuse color
                        cmds.connectAttr(gammaSSSDiff + '.outValue', selectedShader + '.diffuseTex')

                #if the sub-surface color doesn't equal white or black
                if vraySSSSub != (0,0,0) and vraySSSSub !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.subsurfaceColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaSSSSub = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaSSSSub + '.value', vraySSSSubR, vraySSSSubG, vraySSSSubB , type = 'double3')
                        cmds.setAttr(gammaSSSSub + '.gammaX', float(value))
                        cmds.setAttr(gammaSSSSub + '.gammaY', float(value))
                        cmds.setAttr(gammaSSSSub + '.gammaZ', float(value))

                        #Connect gamma to sub-surface color
                        cmds.connectAttr(gammaSSSSub + '.outValue', selectedShader + '.subsurfaceColor')

                #if the scatter color doesn't equal white or black
                if vraySSSScat != (0,0,0) and vraySSSScat !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.scatterRadiusColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaSSSScat = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaSSSScat + '.value', vraySSSScatR, vraySSSScatG, vraySSSScatB , type = 'double3')
                        cmds.setAttr(gammaSSSScat + '.gammaX', float(value))
                        cmds.setAttr(gammaSSSScat + '.gammaY', float(value))
                        cmds.setAttr(gammaSSSScat + '.gammaZ', float(value))

                        #Connect gamma to scatter color
                        cmds.connectAttr(gammaSSSScat + '.outValue', selectedShader + '.scatterRadiusColor')

                #if the specular color doesn't equal white or black
                if vraySSSSpec != (0,0,0) and vraySSSSpec !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.reflection', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaSSSSpec = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaSSSSpec + '.value', vraySSSSpecR, vraySSSSpecG, vraySSSSpecB , type = 'double3')
                        cmds.setAttr(gammaSSSSpec + '.gammaX', float(value))
                        cmds.setAttr(gammaSSSSpec + '.gammaY', float(value))
                        cmds.setAttr(gammaSSSSpec + '.gammaZ', float(value))

                        #Connect gamma to specular color
                        cmds.connectAttr(gammaSSSSpec + '.outValue', selectedShader + '.reflection')

            #Phong
            if shaderType == 'phong':

                #get diffuse color RGB
                vrayPDiffR = cmds.getAttr('%s.colorR' %(selectedShader))
                vrayPDiffG = cmds.getAttr('%s.colorG' %(selectedShader))
                vrayPDiffB = cmds.getAttr('%s.colorB' %(selectedShader))

                vrayPDiff = vrayPDiffR, vrayPDiffG, vrayPDiffB
                #print vrayPDiff

                #get ambient color RGB
                vrayPAmbR = cmds.getAttr('%s.ambientColorR' %(selectedShader))
                vrayPAmbG = cmds.getAttr('%s.ambientColorG' %(selectedShader))
                vrayPAmbB = cmds.getAttr('%s.ambientColorB' %(selectedShader))

                vrayPAmb = vrayPAmbR, vrayPAmbG, vrayPAmbB
                #print vrayPAmb

                #get incandescence RGB
                vrayPIncR = cmds.getAttr('%s.incandescenceR' %(selectedShader))
                vrayPIncG = cmds.getAttr('%s.incandescenceG' %(selectedShader))
                vrayPIncB = cmds.getAttr('%s.incandescenceB' %(selectedShader))

                vrayPInc = vrayPIncR, vrayPIncG, vrayPIncB
                #print vrayPInc

                #get specular color RGB
                vrayPSpecR = cmds.getAttr('%s.specularColorR' %(selectedShader))
                vrayPSpecG = cmds.getAttr('%s.specularColorG' %(selectedShader))
                vrayPSpecB = cmds.getAttr('%s.specularColorB' %(selectedShader))

                vrayPSpec = vrayPSpecR, vrayPSpecG, vrayPSpecB
                #print vrayPSpec

                #get reflected color RGB
                vrayPReflR = cmds.getAttr('%s.reflectedColorR' %(selectedShader))
                vrayPReflG = cmds.getAttr('%s.reflectedColorG' %(selectedShader))
                vrayPReflB = cmds.getAttr('%s.reflectedColorB' %(selectedShader))

                vrayPRefl = vrayPReflR, vrayPReflG, vrayPReflB
                #print vrayPRefl

                #if the diffuse color doesn't equal white or black
                if vrayPDiff != (0,0,0) and vrayPDiff !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.color', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaPDiff = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaPDiff + '.value', vrayPDiffR, vrayPDiffG, vrayPDiffB , type = 'double3')
                        cmds.setAttr(gammaPDiff + '.gammaX', float(value))
                        cmds.setAttr(gammaPDiff + '.gammaY', float(value))
                        cmds.setAttr(gammaPDiff + '.gammaZ', float(value))

                        #Connect gamma to diffuse color
                        cmds.connectAttr(gammaPDiff + '.outValue', selectedShader + '.color')

                #if the ambient color doesn't equal white or black
                if vrayPAmb != (0,0,0) and vrayPAmb !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.ambientColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaPAmb = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaPAmb + '.value', vrayPAmbR, vrayPAmbG, vrayPAmbB , type = 'double3')
                        cmds.setAttr(gammaPAmb + '.gammaX', float(value))
                        cmds.setAttr(gammaPAmb + '.gammaY', float(value))
                        cmds.setAttr(gammaPAmb + '.gammaZ', float(value))

                        #Connect gamma to ambient color
                        cmds.connectAttr(gammaPAmb + '.outValue', selectedShader + '.ambientColor')

                #if the incandescence doesn't equal white or black
                if vrayPInc != (0,0,0) and vrayPInc !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.incandescence', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaPInc = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaPInc + '.value', vrayPIncR, vrayPIncG, vrayPIncB , type = 'double3')
                        cmds.setAttr(gammaPInc + '.gammaX', float(value))
                        cmds.setAttr(gammaPInc + '.gammaY', float(value))
                        cmds.setAttr(gammaPInc + '.gammaZ', float(value))

                        #Connect gamma to incandescence color
                        cmds.connectAttr(gammaPInc + '.outValue', selectedShader + '.incandescence')

                #if the specular color doesn't equal white or black
                if vrayPSpec != (0,0,0) and vrayPSpec !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.specularColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaPSpec = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaPSpec + '.value', vrayPSpecR, vrayPSpecG, vrayPSpecB , type = 'double3')
                        cmds.setAttr(gammaPSpec + '.gammaX', float(value))
                        cmds.setAttr(gammaPSpec + '.gammaY', float(value))
                        cmds.setAttr(gammaPSpec + '.gammaZ', float(value))

                        #Connect gamma to specular color
                        cmds.connectAttr(gammaPSpec + '.outValue', selectedShader + '.specularColor')

                #if the reflection color doesn't equal white or black
                if vrayPRefl != (0,0,0) and vrayPRefl !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.reflectedColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaPRefl = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaPRefl + '.value', vrayPReflR, vrayPReflG, vrayPReflB , type = 'double3')
                        cmds.setAttr(gammaPRefl + '.gammaX', float(value))
                        cmds.setAttr(gammaPRefl + '.gammaY', float(value))
                        cmds.setAttr(gammaPRefl + '.gammaZ', float(value))

                        #Connect gamma to specular color
                        cmds.connectAttr(gammaPRefl + '.outValue', selectedShader + '.reflectedColor')

            #Lambert
            if shaderType == 'lambert':

                #get diffuse RGB
                vrayLColR = cmds.getAttr('%s.colorR' %(selectedShader))
                vrayLColG = cmds.getAttr('%s.colorG' %(selectedShader))
                vrayLColB = cmds.getAttr('%s.colorB' %(selectedShader))

                vrayLCol = vrayLColR, vrayLColG, vrayLColB
                #print vrayLColor

                #get ambient color RGB
                vrayLAmbR = cmds.getAttr('%s.ambientColorR' %(selectedShader))
                vrayLAmbG = cmds.getAttr('%s.ambientColorG' %(selectedShader))
                vrayLAmbB = cmds.getAttr('%s.ambientColorB' %(selectedShader))

                vrayLAmb = vrayLAmbR, vrayLAmbG, vrayLAmbB
                #print vrayLAmb

                #get incandescence RGB
                vrayLIncR = cmds.getAttr('%s.incandescenceR' %(selectedShader))
                vrayLIncG = cmds.getAttr('%s.incandescenceG' %(selectedShader))
                vrayLIncB = cmds.getAttr('%s.incandescenceB' %(selectedShader))

                vrayLInc = vrayLIncR, vrayLIncG, vrayLIncB
                #print vrayLInc

                #if the diffuse color doesn't equal white or black
                if vrayLCol != (0,0,0) and vrayLCol !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.color', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaLColor = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaLColor + '.value', vrayLColR, vrayLColG, vrayLColB , type = 'double3')
                        cmds.setAttr(gammaLColor + '.gammaX', float(value))
                        cmds.setAttr(gammaLColor + '.gammaY', float(value))
                        cmds.setAttr(gammaLColor + '.gammaZ', float(value))

                        #Connect gamma to diffuse color
                        cmds.connectAttr(gammaLColor + '.outValue', selectedShader + '.color')

                #if the ambient color doesn't equal white or black
                if vrayLAmb != (0,0,0) and vrayLAmb !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.ambientColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaLAmb = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaLAmb + '.value', vrayLAmbR, vrayLAmbG, vrayLAmbB , type = 'double3')
                        cmds.setAttr(gammaLAmb + '.gammaX', float(value))
                        cmds.setAttr(gammaLAmb + '.gammaY', float(value))
                        cmds.setAttr(gammaLAmb + '.gammaZ', float(value))

                        #Connect gamma to ambient color
                        cmds.connectAttr(gammaLAmb + '.outValue', selectedShader + '.ambientColor')

                #if the incandescence doesn't equal white or black
                if vrayLInc != (0,0,0) and vrayLInc !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.incandescence', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaLInc = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaLInc + '.value', vrayLIncR, vrayLIncG, vrayLIncB , type = 'double3')
                        cmds.setAttr(gammaLInc + '.gammaX', float(value))
                        cmds.setAttr(gammaLInc + '.gammaY', float(value))
                        cmds.setAttr(gammaLInc + '.gammaZ', float(value))

                        #Connect gamma to incandescence color
                        cmds.connectAttr(gammaLInc + '.outValue', selectedShader + '.incandescence')

            #VRay Car Paint
            if shaderType == 'VRayCarPaintMtl':

                #get base color RGB
                vrayCarBaseR = cmds.getAttr('%s.base_colorR' %(selectedShader))
                vrayCarBaseG = cmds.getAttr('%s.base_colorG' %(selectedShader))
                vrayCarBaseB = cmds.getAttr('%s.base_colorB' %(selectedShader))

                vrayCarBase = vrayCarBaseR, vrayCarBaseG, vrayCarBaseB
                #print vrayCarBase

                #get flake color RGB
                vrayCarFlR = cmds.getAttr('%s.flake_colorR' %(selectedShader))
                vrayCarFlG = cmds.getAttr('%s.flake_colorG' %(selectedShader))
                vrayCarFlB = cmds.getAttr('%s.flake_colorB' %(selectedShader))

                vrayCarFl = vrayCarFlR, vrayCarFlG, vrayCarFlB
                #print vrayCarFl

                #get coat color RGB
                vrayCarCoatR = cmds.getAttr('%s.coat_colorR' %(selectedShader))
                vrayCarCoatG = cmds.getAttr('%s.coat_colorG' %(selectedShader))
                vrayCarCoatB = cmds.getAttr('%s.coat_colorB' %(selectedShader))

                vrayCarCoat = vrayCarCoatR, vrayCarCoatG, vrayCarCoatB
                #print vrayCarCoat

                #if the base color doesn't equal white or black
                if vrayCarBase != (0,0,0) and vrayCarBase !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.base_color', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaCarBase = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaCarBase + '.value', vrayCarBaseR, vrayCarBaseG, vrayCarBaseB , type = 'double3')
                        cmds.setAttr(gammaCarBase + '.gammaX', float(value))
                        cmds.setAttr(gammaCarBase + '.gammaY', float(value))
                        cmds.setAttr(gammaCarBase + '.gammaZ', float(value))

                        #Connect gamma to base color
                        cmds.connectAttr(gammaCarBase + '.outValue', selectedShader + '.base_color')

                #if the flake color doesn't equal white or black
                if vrayCarFl != (0,0,0) and vrayCarFl !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.flake_color', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaCarFl = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaCarFl + '.value', vrayCarFlR, vrayCarFlG, vrayCarFlB , type = 'double3')
                        cmds.setAttr(gammaCarFl + '.gammaX', float(value))
                        cmds.setAttr(gammaCarFl + '.gammaY', float(value))
                        cmds.setAttr(gammaCarFl + '.gammaZ', float(value))

                        #Connect gamma to flake color
                        cmds.connectAttr(gammaCarFl + '.outValue', selectedShader + '.flake_color')

                #if the coat color doesn't equal white or black
                if vrayCarCoat != (0,0,0) and vrayCarCoat !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.coat_color', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaCarCoat = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaCarCoat + '.value', vrayCarCoatR, vrayCarCoatG, vrayCarCoatB , type = 'double3')
                        cmds.setAttr(gammaCarCoat + '.gammaX', float(value))
                        cmds.setAttr(gammaCarCoat + '.gammaY', float(value))
                        cmds.setAttr(gammaCarCoat + '.gammaZ', float(value))

                        #Connect gamma to flake color
                        cmds.connectAttr(gammaCarCoat + '.outValue', selectedShader + '.coat_color')

            #Surface Shader
            if shaderType == 'surfaceShader':

                #get out color RGB
                outColR = cmds.getAttr('%s.outColorR' %(selectedShader))
                outColG = cmds.getAttr('%s.outColorG' %(selectedShader))
                outColB = cmds.getAttr('%s.outColorB' %(selectedShader))

                outCol = outColR, outColG, outColB
                #print outColor

                #get out glow color RGB
                outGlowR = cmds.getAttr('%s.outGlowColorR' %(selectedShader))
                outGlowG = cmds.getAttr('%s.outGlowColorG' %(selectedShader))
                outGlowB = cmds.getAttr('%s.outGlowColorB' %(selectedShader))

                outGlow = outGlowR, outGlowG, outGlowB
                #print outGlow

                #if the out color doesn't equal white or black
                if outCol != (0,0,0) and outCol !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.outColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaOutColor = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaOutColor + '.value', outColR, outColG, outColB , type = 'double3')
                        cmds.setAttr(gammaOutColor + '.gammaX', float(value))
                        cmds.setAttr(gammaOutColor + '.gammaY', float(value))
                        cmds.setAttr(gammaOutColor + '.gammaZ', float(value))

                        #Connect gamma to base color
                        cmds.connectAttr(gammaOutColor + '.outValue', selectedShader + '.outColor')

                #if the out glow color doesn't equal white or black
                if outGlow != (0,0,0) and outGlow !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.outGlowColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaOutGlow = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaOutGlow + '.value', outGlow, outGlowG, outGlowB , type = 'double3')
                        cmds.setAttr(gammaOutGlow + '.gammaX', float(value))
                        cmds.setAttr(gammaOutGlow + '.gammaY', float(value))
                        cmds.setAttr(gammaOutGlow + '.gammaZ', float(value))

                        #Connect gamma to base color
                        cmds.connectAttr(gammaOutGlow + '.outValue', selectedShader + '.outGlowColor')

            #Anisotropic
            if shaderType == 'anisotropic':

                #get color RGB
                aniColR = cmds.getAttr('%s.colorR' %(selectedShader))
                aniColG = cmds.getAttr('%s.colorG' %(selectedShader))
                aniColB = cmds.getAttr('%s.colorB' %(selectedShader))

                aniCol = aniColR, aniColG, aniColB
                #print aniCol

                #get ambient color RGB
                aniAmbColR = cmds.getAttr('%s.ambientColorR' %(selectedShader))
                aniAmbColG = cmds.getAttr('%s.ambientColorG' %(selectedShader))
                aniAmbColB = cmds.getAttr('%s.ambientColorB' %(selectedShader))

                aniAmbCol = aniAmbColR, aniAmbColG, aniAmbColB
                #print aniAmbCol

                #get incandescence RGB
                aniIncColR = cmds.getAttr('%s.incandescenceR' %(selectedShader))
                aniIncColG = cmds.getAttr('%s.incandescenceG' %(selectedShader))
                aniIncColB = cmds.getAttr('%s.incandescenceB' %(selectedShader))

                aniIncCol = aniIncColR, aniIncColG, aniIncColB
                #print aniIncCol

                #get specular color RGB
                aniSpecColR = cmds.getAttr('%s.specularColorR' %(selectedShader))
                aniSpecColG = cmds.getAttr('%s.specularColorG' %(selectedShader))
                aniSpecColB = cmds.getAttr('%s.specularColorB' %(selectedShader))

                aniSpecCol = aniSpecColR, aniSpecColG, aniSpecColB
                #print aniSpecCol

                #get reflection color RGB
                aniReflColR = cmds.getAttr('%s.reflectedColorR' %(selectedShader))
                aniReflColG = cmds.getAttr('%s.reflectedColorG' %(selectedShader))
                aniReflColB = cmds.getAttr('%s.reflectedColorB' %(selectedShader))

                aniReflCol = aniReflColR, aniReflColG, aniReflColB
                #print aniReflCol

                #if the diffuse color doesn't equal white or black
                if aniCol != (0,0,0) and aniCol !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.color', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaAniCol = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaAniCol + '.value', aniColR, aniColG, aniColB , type = 'double3')
                        cmds.setAttr(gammaAniCol + '.gammaX', float(value))
                        cmds.setAttr(gammaAniCol + '.gammaY', float(value))
                        cmds.setAttr(gammaAniCol + '.gammaZ', float(value))

                        #Connect gamma to base color
                        cmds.connectAttr(gammaAniCol + '.outValue', selectedShader + '.color')

                #if the ambient color doesn't equal white or black
                if aniAmbCol != (0,0,0) and aniAmbCol !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.ambientColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaAniAmbCol = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaAniAmbCol + '.value', aniAmbColR, aniAmbColG, aniAmbColB , type = 'double3')
                        cmds.setAttr(gammaAniAmbCol + '.gammaX', float(value))
                        cmds.setAttr(gammaAniAmbCol + '.gammaY', float(value))
                        cmds.setAttr(gammaAniAmbCol + '.gammaZ', float(value))

                        #Connect gamma to base color
                        cmds.connectAttr(gammaAniAmbCol + '.outValue', selectedShader + '.ambientColor')

                #if the incandescence doesn't equal white or black
                if aniIncCol != (0,0,0) and aniIncCol !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.incandescence', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaAniIncCol = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaAniIncCol + '.value', aniIncColR, aniIncColG, aniIncColB , type = 'double3')
                        cmds.setAttr(gammaAniIncCol + '.gammaX', float(value))
                        cmds.setAttr(gammaAniIncCol + '.gammaY', float(value))
                        cmds.setAttr(gammaAniIncCol + '.gammaZ', float(value))

                        #Connect gamma to base color
                        cmds.connectAttr(gammaAniIncCol + '.outValue', selectedShader + '.incandescence')

                #if the specular color doesn't equal white or black
                if aniSpecCol != (0,0,0) and aniSpecCol !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.specularColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaAniSpecCol = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaAniSpecCol + '.value', aniSpecColR, aniSpecColG, aniSpecColB , type = 'double3')
                        cmds.setAttr(gammaAniSpecCol + '.gammaX', float(value))
                        cmds.setAttr(gammaAniSpecCol + '.gammaY', float(value))
                        cmds.setAttr(gammaAniSpecCol + '.gammaZ', float(value))

                        #Connect gamma to spec color
                        cmds.connectAttr(gammaAniSpecCol + '.outValue', selectedShader + '.specularColor')

                #if the reflection color doesn't equal white or black
                if aniReflCol != (0,0,0) and aniReflCol !=(1,1,1):

                    #if there is no input connection
                    if not cmds.listConnections(selectedShader + '.reflectedColor', destination = False):

                        #Create gamma node. Change color and change gamma to .454
                        gammaAniReflCol = cmds.shadingNode('gammaCorrect', asUtility = True)
                        cmds.setAttr(gammaAniReflCol + '.value', aniReflColR, aniReflColG, aniReflColB , type = 'double3')
                        cmds.setAttr(gammaAniReflCol + '.gammaX', float(value))
                        cmds.setAttr(gammaAniReflCol + '.gammaY', float(value))
                        cmds.setAttr(gammaAniReflCol + '.gammaZ', float(value))

                        #Connect gamma to reflection color
                        cmds.connectAttr(gammaAniReflCol + '.outValue', selectedShader + '.reflectedColor')

#Run the Script
gammaSwatches()

© 2016 Bryanna London

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