Create a connection override to override any attribute connection; for example, a connection on your surface shader.
The following guidelines and example describe how to create a connection override to override any attribute connection on your surface shader. Although shaders are used as an example in this case, you can follow the same guidelines to override any attribute connection. Instead of adding your shader to the collection, add the node for which you want to override to your collection.
Create a connection override to override any attribute connection on your surface shader
Click the map button beside the attribute in the Property Editor to connect to a new render node.
To connect to an existing render node, middle-mouse drag and drop from the Hypershade Browser panel to the Override attribute.
Create a connection override to override the texture assigned to the Transparency attribute of the shaders assigned to the lamp_body and lamp_brassFixture.
Click Select to the verify your collection members.
Drag and drop the Transparency attribute of any Maya shader from the Attribute Editor to the Property Editor, and map the override to a any texture, for example, Fractal. The result is as follows.
You can apply a connection override to more than one shader simultaneously. The override node searches for the specified attribute in all of the shaders in the collection. In this case, because both blinn and lambert have a Transparency attribute, the override is applied to the transparency of both shaders.
Connection overrides are applied to all shaders in the collection; for example, in this case: blinn4 and lambert4 in the LampBase_shaders collection. If the fruit bowl also had been assigned either the blinn4 or lambert4 shader, it would have the transparency override applied, even though the original intention may have been to override only the transparency of the lamp base. It is therefore worthwhile to verify the shaders applied to the each object in your layer to avoid inadvertently overriding the shader of an object. To do this, select Display > Assigned Materials in the Outliner.