pymel.core.rendering.shadingNode

static rendering.shadingNode(*args, **kwargs)

The shadingNode command classifies any DG node as a shader, texture light, post process, or utility so that it can be properly organized in the multi-lister. Recall that any DG node can be used a part of a a shader, texture or light - regardless of how it is classified by this. command. These classifications are provided for convenience in the UI.

Flags:
Long name (short name) Argument Types Properties
asLight (al) bool ../../../_images/create.gif
 
classify the current DG node as a light
asPostProcess (app) bool ../../../_images/create.gif
 
classify the current DG node as a post process
asRendering (ar) bool  
   
asShader (asShader) bool ../../../_images/create.gif
 
classify the current DG node as a shader
asTexture (at) bool ../../../_images/create.gif
 
classify the current DG node as a texture
asUtility (au) bool ../../../_images/create.gif
 
classify the current DG node as a utility Flag can have multiple arguments, passed either as a tuple or a list.
name (n) unicode ../../../_images/create.gif
 
Sets the name of the newly-created node.
parent (p) unicode ../../../_images/create.gif
 
Specifies the parent in the DAG under which the new node belongs.
shared (s) bool ../../../_images/create.gif
 
This node is shared across multiple files, so only create it if it does not already exist.
skipSelect (ss) bool  
   

Derived from mel command maya.cmds.shadingNode

Example:

import pymel.core as pm

myShader = pm.shadingNode('anisotropic', asShader=True)