The  is a mental ray for Maya extension that allows you to turn any shading graph consisting of mental ray nodes into a mental
            ray . This  encapsulates the shading graph into a new single shading node with custom input and output parameters, and hides the internal
            details from the user.  are stored in regular .mi files, and can be loaded into Maya as regular shader nodes using the . See the mental ray reference guide for more details on .
         
          
            Creating 
 
            The basis for building and attaching Maya shading graphs is the Maya utility node Mentalray , also referred to as  node (Maya node type: mentalrayPhenomenon). It allows you to attach Maya shading graphs easily, and automatically generates the required input attributes on the  node. It also provides access to all the advanced mental ray  options. The full phenomenon description can be exported to a .mi file for later use.
            
 
          
          
              
            
 
            All  options are available in the  of the node grouped under the  tab. These include version number, apply flags, and requirements. For more information, see  in the mental ray reference guide.
            
 
          
          
            Workflow in Maya
            
 
            To build your phenomenon in Maya
            
            
               - Build the initial  as follows:
                     - Create a  node (In the , select ).
                     
- Create a mental ray render node intended as the root. The output of this node determines the output attributes of the whole .
                     
- Shift-drag the node onto the  node. The  opens with the two nodes selected.
                     
- Connect the  attribute of the node to the root attribute. You may need to select  to see the message attribute.
                        Note 
                              Upon connecting the root node of the , all additional output (read-only) attributes of that node are also dynamically added to the  node as output. They are considered fields of the final output parameter struct of the .
                               
 
 
- Build the shading graph content
                     - Create and connect new nodes to the root node as driving nodes.
- Set input attributes of those nodes to the desired constant values if they are not going to be exposed as interface parameters.
 
- Build the  interface
                  Create input parameters for the  from input attributes of any content node by drag-dropping the  onto the desired node, and then connecting an interface array element to the desired attribute.
                   Note 
                           - Upon connecting an interface element, the attribute behind that plug is dynamically copied to the , and can be connected to other nodes. Unlike the root attribute (there can only be one root), more than one connection may
                              originate from a single interface element. The  checks if new connections are compatible with the existing dynamic attribute. If not, the connection is refused and an error
                              message is reported.
                           
- When disconnecting interface elements or the root attribute, the corresponding dynamic attributes are also deleted.
 
 
To export the phenomenon to a .mi file 
            
            
               - Select the  node in Maya.
               
- Select File > Export Selection >  
                     - Set  to 
- Turn on 
- Select the filters  shaders, and .
                     
 
- Click the  button.
               
 
          
            General Rules
            
 
               - Mental ray phenomena are considered closed. Shaders inside phenomena must not connect directly to the outer shading graph.
                  Instead, they must pass through the  interface.
               
- mental ray does not support connections to whole parameter struct but only to individual fields. Therefore, interface elements
                  can only be connected to atomic data types (boolean, integer, float, double, and so forth) and compounds with three numeric
                  children (vectors or colors). The mental ray tags are represented as message attributes. Any other type of connection is rejected.
                  Root nodes, however, can have any type of (even compound) result attributes.
               
- Use of the  with the Phenomenizer is encouraged. The  workflow is somewhat restricted. It does not allow you to connect interface elements to compound plugs and array elements.
                  Furthermore, dynamic attributes may not show up in the UI.
               
- Save your scene (or shading graph) regularly. The  workflow introduces cyclic dependencies into the Maya dependency graph, with the potential to cause problems.
               
 
          
            Limitation
            
 
               - Attribute naming conflicts are not resolved automatically. When connecting a new interface element to an attribute, the name
                  of that attribute is used as the new name of the corresponding interface attribute. If such a name exists already in the interface,
                  the attribute creation fails. If necessary, rename the attributes in the interface before establishing new interface connections.